The Moveset Thread

Now the longest post on Wii Chat.
Wish a character was in the Super Smash Bros. series?
Then make a moveset of that character or see if it is in our giant collection.

This thread is a compolation of fan movesets of any character they want to see as a playable character in the Super Smash Bros. series and revisions of movesets of characters that already are in Super Smash Bros. Feel free to request movesets that you want to see, criticizes movesets because we all can improve, or discus movesets just for fun.

We know these probably wont happen but we just enjoy making them.Current Moveset Makers

Originally posted by Mr. MR
Pichu has returned but not alone. Pichu Bros. may look like an Ice Climbers pair but they play completely different; with the focus off Chain Grabbing and on Switch Combos with their Volt Switch Mechanic.

Volt Switch Mechanic: When both Pichus are Synchronized, and the lead Pichu performs any attack or throw, you will gain full control over the other Pichu. Holding the Attack Button after you perform an Aerial Attack, or a Tilt and charging Smash Attacks will make the other Pichu perform the same attack right after the other one starts (including charging the Smash attack until released). Holding the Special Button after a Special Attack will result in the same thing however by pressing both the Attack Button and the Special Button will cause both Pichu Bros. to perform Special Attacks at the same time (depending on the direction being held determines the Special being used).

Lead Pichu: The Player Controlled Pichu
CPichU: Computer Controlled Pichu, the other Pichu, the Pichu that is not the Lead Pichu

The CPichU is always trying to Synchronize with the Lead Pichu and will use Thunder Jolt towards the closest enemy when in the air as he approaches the Lead Pichu. Otherwise he will not attack unless commanded to.

Pressing any Taunt Button while Synchronized on a ledge will switch the Lead role. If the Lead Pichu dies, the other one becomes the Lead Pichu.

Because Volt Switching is permanent until used again, both the Pichu Bros.' percentage will be shown at the bottom at the same time.

Distinguishing Pichu's are not necessary, but distinguishing the Lead Pichu is. Only the Lead Pichu will have a Player Sign/Name above him.

Because Chain Grabbing is not the focus of Pichu Bros., Chain Grabs they may have are limited and will fail if they go beyond a certain number of consecutive grabs.

Neutral Special: Thunder Jolt
Just like in Melee, a ball of electricity that becomes a jumping line of electricity when it hits the ground.
Because both Pichu Bros. can use it at the exact time and right after each other, it is a very versatile move that can be a very effective Edgeguarding and Spacing Tool. However to discourage camping, both Pichu Bros. will suffer a 2% gain each time they use it; 1% if they are using it Desynchronized.

Side Special: Helping Hand
This move has two functions depending on whether the Pichu Bros. are Synchronized, Desynchronized, or are performing Side Special at the same time.

When Synchronized, the Lead Pichu will throw the CPichU a long distance. The one thrown automatically becomes the Lead Pichu. Attacks done out of the toss increases the damage and the knockback of the attack. This can be used as a recovery method and a finisher.

When Desynchronized, Helping Hand immediately switches control to the other Pichu. This is helpful tool to protect each Pichu when they are under assault as Desynchronization will happen often. Most combos will start with Synchronization and end with Desynchronization, however you can keep the Switch Combos going for a little longer with this Special.

When both Pichu Bros. use Helping Hand at the same time while they are in Synchronization by way of pressing the Attack Button and the Special Button at the same time while holding the Directional Stick to the Side, the CPichU will throw the Lead Pichu. Same as when normally done in Synchronization, attacks done out of the toss increase the damage and the knockback of the attack.

When Desynchronized, the doubling effect will Synchronize both Pichu Bros. immediately if they are in close range, otherwise it does nothing.

Up Special: Agility
Because they rely on each other, their complete Up Special can only be done together. The recovery has 4 parts both in Synchronization and in close range in Desynchronization, unlike Pichu's 2 part recovery in Melee. However the new Agility has not been slowed down.

Alone, each Pichu can only perform one half of Melee Pichu's Agility, however together they have a complete Agility. Ground Canceling Agility works directly on the ground and Agility deals 0% in both parts.

When done in Synchronization, or in very close Desynchronization, the Lead Pichu will perform the first half of Melee Pichu's Agility and takes the same amount of time. In the case of a very close Desynchronization, the CPichU will perform the first part as if he was Synchronized (meaning that the CPichU will appear right next to the Lead Pichu). If the CPichU is attacking when the Lead Pichu uses Agility, the CPichU will not auto Synchronize with the Lead Pichu. The next three parts takes as much time as the second half of Melee Pichu's Agility would take. Next the CPichU will perform a complete Agility with its first half following the same path as the first part and the second half in a new direction. At this point the roles Switch. The former Lead Pichu will follow right behind the new Lead Pichu.

When done in close but not too close Desynchronization, the CPichU will perform half of Melee Pichu's Agility towards the Lead Pichu and the second half in the direction held. Then the Lead Pichu will Agility through his path and then move in the new direction held leaving the CPichU behind.

When Ground Canceled, the CPichU will not follow the Lead Pichu. When used at the same time, they will use Agility as if they were Desynchronized, however this allows them to Ground Cancel Agility together giving them impressive mobility.

Down Special: Thunder
Pichu Bros. Down Special is more like Pikachu's Thunder in Brawl. Opponents will bounce off it like a wall instead of being lifted up through it like it was in Melee. Opponents trapped in a well spaced Double Thunder will bounce in between each one and can be used a finisher (a move I like to call Jacob's Ladder both as a Stairway to Heaven and as a High Voltage Traveling Arc). The knockback from when the Thunder strikes a Pichu is not as powerful as Pikachu's and unlike Pikachu's Thunder, the Pichu Bros. Thunder still deals 3% percent to each when hit by their respective Thunders.
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Note: The movesets you see could be an edited version. To see the original post, click "Originally posted by (insert name)" in the spoiler of the character you want. The movesets in the Catalog are considered official unless otherwise stated. Also note, the movesets will be edited once in a while. Edits will be announced by me in the thread (look for Thread News or Catalog New at the bottom of my posts).

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Here is the perfered template you should use when posting a Moveset. You don't have to use it, but if you do use it, it will be on this post (or the next post) much faster than if you didn't use it.

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When creating movesets measure the length of a projectile or move with Final Destination in Super Smash Bros. Brawl.--------------------------------------------------------
–=•Catalog•=–
Super MarioKing Boo Moveset

Originally posted by The StormSpecial Ability: Float: King Boo cannot activate or trip any land based bomb or device. He can still be harmed by things above the ground, such as Bom-ombs.

Neutral B: Boolicious Summon
King Boo summons one of his minion Boos, and throws them at the opponent in rapid volley. The ghost do no damage, but instead pass through the opponent, including all objects/walls. Each time a Boo passes through the opponent, they are stunned for 1.3 seconds. This attack is very fast, however, multiple Boos passing through the opponent do not stack the stunning time. (Eg: If the opponent is hit with more than one Boo at the same or near the same time, they are still only stunned for 1.3 seconds. Throws three Boos at once that travel as far and fast as Falcos Laser.

Side B: Mr. Boojangles
Boo creates a copy of himself across the ring, then the too King Boos dash towards eachother, laughing maniacally until they crash into eachother, and the phantom Boo fades. This attack deals 5% damage plus makes the opponent stuck in the ground, the amount of time depends on how much damage they have; the more damage, the more time stuck. The phantom appears about the distance away as Fox's side B. Fast attack, but not quite as fast as Foxs Side B.

Down B: Transparency
King Boo turns invisible, and becomes invincible to all non-element attacks. If an element based attack (fire, ice, electric, water, energy, etc.) he turns back to normal. This effect lasts as long as the user holds the B button after the initial Down B is executed. The player can still move around in this form, however, they cannot dash, jump, dodge, or attack in any way. Also, they cannot pick up items.

Up B: Booregard's Ascendence
King Boo rapidly propels himself in a given direction, via control stick, leaving afterimages of crying Boos in his trail. 5 Boos are left behind him, if they are hit by the opponent, they haunt the opponent, swirling around them in a circle. Each Boo deals 1% damage to the opponent for 3 seconds, for a total of 15 damage if all five Boos are hit. The afterimage Boos only remain for 1.3 seconds, or until they are hit.

Final Smash: The Kings Trump Card
A Giant Bowser Ghost head appears, and King Boo disappears into it. The player then has control of the giant Bowser head, which can fly. B button will fire tiny Ice Balls, which freeze the target for 1.5 seconds while dealing 15% damage. Holding the A button will launch a continuous stream of fire from Bowsers mouth, dealing 10% damage per second for as long as the button is held. The Head stays in play for 12 seconds total. The head is not invincible, however. A strong attack will cause the head to spin around and face the opposite direction.
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King Bob-omb Moveset

Originally posted by Tragonight
King Bob-omb is a heavy, moderately slow character. He is from the Mario series, and has no real goals. Instead, he tries and stops Mario from accomplishing his.

Neutral B: Bob-omb Explosion
King Bob-omb draws in power from within and uses it to damage opponents. This move can be charged but the charge cannot be carried. After charging for 1 second, King Bob-omb will flash red once. After charging for 2 seconds, he will flash red twice. After charging for 3 seconds, he will flash red three times. And then if the move is charged for 4 seconds or more, he will start flashing red repeatedly and extremely fast. Once the button is released King Bob-omb will emit a big explosion, a bit bigger than his own size. An uncharged version of this move deals 15% damage, and every extra 1 second it is charged will add another 10% to the damage. After 4 seconds King Bob-omb will deal 10% damage to himself, and this damage also grows 10% more every extra 1 second it is charged. The explosion does not change in size and this move can only be charged at a maximum of 6 seconds.

Side B: Bob-omb Chuck
King Bob-omb pulls out a small Bob-omb and throws it at the opponent. The Bob-ombs explode on impact (which means they cannot be carried and thrown back, only dodged) and travel slowly in an arc over his head. A maximum of three Bob-ombs at a time can be thrown, but do to the slow traveling speed, it can be chained forever if used on the ground. These Bob-omb can be various colors, each doing a different amount of damage.

Up B: Bob-omb Grip
King Bob-omb shoots out two narrow lines of Bob-ombs from his hands. This has good vertical range but very little horizontal range. It can be used as a tether, and can latch onto ledges if done correctly. Anyone hit by the line of Bob-ombs will be dragged downward, and meteor spiked down. King Bob-omb then jumps on top of the opponent and pushes his hands down, propelling himself upwards. This move can be used countless times as it never tires him out. Has a bit of an ending lag when used. If an opponent is hit he will finish the move by being in the air, while the opponent is spiked under him. Great damage and good knockback.

Down B: Bob-omb Plant
King Bob-omb takes out a slightly bigger than normal Bob-omb and plants it into the ground. Takes 2 seconds to finish planting, if he is hit while planting it the move will be canceled. 3 seconds after the Bob-omb is planted, it will blow up from the ground. 3 seconds gives King Bob-omb enough time to get away from it, but if he doesn't, the explosion will deal equal damage to him as well as the opponent. If used in the air, King Bob-omb will simply throw the slightly bigger than normal Bob-omb down. It still has the ability to damage the user too if it is used too close to the ground. Good damage and good knockback.

Final Smash: Lord Bob-omb
King Bob-omb will put on a cape and all of his attacks will do double the damage. He also has the ability to glide, by holding the jump button after doing a double-jump. Lord Bob-omb will spread his arms apart and glide slowly, but will not tire out after using an attack. He can jump in midair and continue gliding after using an aerial attack. The chances of his Side B is also flipped around, making it a lot stronger.

I made this Final Smash up. I don't think King Bob-omb has ever worn a cape in any of the games he appears in.

A Attacks:

Neutral A: Punches twice across his torso, and then a third time upwards.Side A: Kicks one of his feet out in front of him. The length of this attack is the length of his legs. (Picture)Up A: Juts his hands up above his head.Down A: Punches down with one hand. Able to spike.Dash Attack: Rolls once while running. Has a bit of an ending lag before he gets up and can attack again.

Side Smash: Brings a Bob-omb out and crushes it with both of his hands. There is no explosion.Up Smash: Shoves his head upwards, damaging opponents with his crown. Has a sweet spot for knockback at the tip of the crown.Down Smash: Splits both of his legs out on the ground.

Neutral Aerial: Flips around 360 degrees with his arms and legs extended outwards.Forward Aerial: Pushes his hand out in a downward arc in front of him.Back Aerial: Turns around and kicks his foot at the opponent.Up Aerial: Clasps his hands together above his head.Down Aerial: Kicks his feet down. This move is slow but will spike.

Grab Attack: Smacks the opponent.Forward Throw: Rears back and punches the opponent. Good damage and good knockback.Back Throw: Carries the opponent by their feet and spins around once, then releases them. Little damage and great knockback.Up Throw: Flips around and kicks the opponent upwards. Fair damage and good knockback.Down Throw: Jumps and sits on top of the opponent with a lot of force. Great damage and fair knockback.

Ledge Attack: Kicks both of his legs out as he gets up onto the stage.Stage Entry: A box made of Bob-ombs is on the stage. King Bob-omb breaks out from inside of it.

Up Taunt: A small fire starts near the back of King Bob-omb's foot. Alarmed, he stomps it out with tremendous force.Down Taunt: He trips and a small Bob-omb falls out of his (pocket?) King Bob-omb catches and puts it away before it touches the ground and blows up.Side Taunt: King Bob-omb sits down and appears like a oversized, mindless Bob-omb for a second.Victory Pose 1: King Bob-omb is punching a brick wall. After several attempts to break it, he gives up and smashes his head on it. The wall then breaks.Victory Pose 2: King Bob-omb puts a Bob-omb in a cannon, and it blasts off. He looks out and tries to find where it went.
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Legend of ZeldaMasked Link Moveset

Originally posted by Mr. MR
(Note: the original post has more pictures)
Masked Link is based off of the five Links in Legend of Zelda: Majora’s Mask. Those five are Young Link, Deku Link, Zora Link, Goron Link, and Fierce Deity Link. Each Link has different abilities, strengths, and weaknesses.

On the character selection screen, the title will read Masked Link and four Links (Young Link, Deku Link, Zora Link, and Goron Link) will be in the character display box. You can click one and the name will change to what ever Link you selected. When the match begins, you will begin with the Link you clicked. If nothing was clicked, a random Link will be chosen. The Taunt B’s of each Link below are arranged by lightest (top) and heaviest (bottom), excluding the Link performing the action and Fierce Deity Link. This move also can be performed right after you enter the blast zone, making you respawn as the character you selected. Not pressing anything will make you respawn as the person you entered the blast zone with.
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Young Link Moveset

Young Link is a lightweight character who does not slide. He cannot wall cling nor crawl. However he does wield a Mirror Shield that blocks projectiles and reflects energy projectiles. It only works if Young Link is standing still. However, in his standing animation he does drop his shield making him vulnerable. Young Link is a little taller than Toon Link. Young Link’s main weapon is his Razor Sword, however he does use his other swords in this moveset.

Neutral B: Hero’s Bow
Young Link fires a fire arrow from his bow. This move can be charged and the charge cannot be carried. The arrow does small damage and good knockback.

Side B: Orange Hookshot
Young Link pulls out his Hookshot with his right hand (also his shielding hand because Young Link is left handed plus this is the hand he uses in the game) and fires it and quickly reels it in. This attack can be tilted and charged, and the charge can be carried. If it hits an opponent then the opponent is knocked back with good knockback. It takes two seconds to fully charge and when fully charged it has a range of a little less than 1/2 of Final Destination. If not charged it only goes a little less than 1/4 of Final Destination. If the hook hits the stage Young Link will be pulled towards the stage very quickly. If one presses the A button while being pulled towards the stage, Young Link will slash his sword.

Up B: Spin Attack
On the ground, Young Link pulls out his gilded sword, charges then spins around dealing good damage and good knockback. Unlike Link’s Up B (not to be confused with any of the Majora’s Mask Links), Young Link’s Up B activates faster and does not perform multiple hits. This attack can be charged but the charge cannot be carried. In the air, Young Link pulls out his Gilded Sword and spins upwards sending Young Link up. The last hit is the most powerful dealing good damage and knockback. This attack exhausts Young Link and has good ledge grab range.

Down B: Deku Mask
Young Link pulls out his Deku Mask and puts it on. In a quick puff of smoke Young Link will transform into Deku Link. This takes about as much time as Super Smash Bros. Melee Zelda/Sheik takes to transform however this move cannot be used in the air. If you use the B Button plus one of the taunt buttons instead of using the control stick, you will transform into a different Link.

Up Taunt: Deku Mask
Young Link pulls out his Deku Mask and puts it on. In a quick puff of smoke Young Link will transform into Deku Link.

Side Taunt: Zora Mask
Young Link pulls out his Zora Mask and puts it on. In a quick puff of smoke Young Link will transform into Zora Link.

Down Taunt: Goron Mask
Young Link pulls out his Goron Mask and puts it on. In a quick puff of smoke Young Link will transform into Goron Link.

Final Smash: Fierce Deity Mask
Young Link will put on the Fierce Deity Mask, and transform into Fierce Deity Link. After 55 seconds, Young Link will take off the mask and return to normal.

Grab: Young Link uses his Hookshot as a grab then retracts it slowly.

Grab Air/Z-air: Young Link fires his Hookshot then retracts it quickly. This attack can be used to attach to the side of the stage and can be used as a recovery. This also deals small damage and knock back.

Pummel: Young Link strikes the opponent with the Razor Sword’s pommel.

Forward Throw: Young Link pushes the opponent forward and slashes with his Razor Sword.

Back Throw: Young Link throws the opponent up and slashes in the back direction.

Up Throw: Young Link throws the opponent up and slashes the opponent as he is coming down.

Down Throw: Young Link throws the opponent on the ground and shield bashes them.

Jab: Young Link slashes his Razor Sword then slashes it again. On the last hit Young Link stabs out his Gilded Sword.

Neutral Air: Young Link quickly swings his Razor Sword in front of him and then behind him.

Side A: Young Link pulls out his Great Fairy Sword, pulls it back (teetering back), and swings. The Great Fairy Sword has excellent range and does great damage and knockback.

Side Tilt: Young Link slashes with his Razor Sword.

Forward Air: Young Link slashes back then forth with his Razor Sword.

Back Air: Young Link quickly spins around and slashes with his Razor Sword.

Up A: Young Link strikes multiple times in the upward direction with his Razor Sword.

Up Tilt: Young Link slashes the space above him with his Razor Sword.

Up Air: Young Link stabs above him with his Gilded Sword.

Down A: Young Link swings his Razor Sword in front of him and then behind him.

Down Tilt/Crouch Attack: Young Link swings his Gilded Sword low. This can spike opponents on the ledge.

Down Air: Young Link stabs the space below him with his Gilded Sword, leaving his sword out and allowing gravity to bring speed to his blade.

Dash Attack: Young Link slashes the space in front of him with his Razor Sword stepping forward.

Ground Attack: Young Link gets on his knees and stabs the space in front of him with his Gilded Sword. Then he gets all the way up and slashes the space behind him with his Razor Sword.

Ledge Attack Under 100%: Young Link throws himself up while slashing with his Razor Sword.

Ledge Attack Over 100%: Young Link pulls himself half way and stabs with his Gilded Sword then pulls himself all the way up.

Stage Entry: Young Link comes running in with a bunny hood on.

Victory Pose #1: Young Link is attack by a red cucco followed by a whole bunch of white ones. Young Link disappears behind a pile of cuccos with the red one on the top.

Victory Pose #2: Young Link is leaning on a cow. The cow is then abducted by “them” and Young Link falls on the ground.

Up Taunt: Young Link puts on a random mask (including some in Ocarina of Time and excluding his transformation masks such as the Giant’s Mask). Doing it again will make Young Link take it off. Putting on a transformation mask will cancel this mask.

Side Taunt: Young Link drinks a bottle of Chateau Romani.

Down Taunt: Young Link plays Zelda’s Lullaby on his Ocarina of Time.
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Deku Link Moveset

Deku Link is a lightweight character who slides a tad. He cannot wall cling nor crawl but he can skip on water three times then starts to drown. Deku Link is a tad taller than Squirtle.

Neutral B: Bubble Blast
Deku Link blows a magical green Bubble and then releases it. It can be charged but the charged cannot be carried. If charged too long, the bubble explodes dealing no damage to Deku Link. The bubble spins around in a straight line. Fully Charged the Bubble goes half the distance of Final Destination. Once that distance has been traveled the bubble will pop. During its flight, the bubble will have the ability to slow the opponent for five second if the opponent is hit by it. If the opponent is hit while slowed, he will cease being slowed. If the opponent is near when the bubble is popped, it deals good damage and some knockback.

Side B: Deku Spin
Deku Link spins on one foot moving forward. This attack chains (meaning it deals little damage and knockback to keep the opponent in the attack). If performed in the air, Deku Link will not fall but move forward and spin. The spin lasts for one and a half seconds and deals small damage and knockback.

Up B: Deku Flower
Deku Link burrows himself into a Deku Flower (that just appears). The flower releases an explosion launching Deku Link in the air. The explosion deals great damage and knockback. If fully charged, the explosion deals great damage and amazing knockback (depends how close the opponent is). The flower will fall downwards. The falling Deku Flower will damage opponents in its path. If it hits the ground, the flower will stay there for five second, making it a good projectile shield but when Deku Link uses his Up B again, any existing flower that you created will disappear. This attack can be charged but the charge cannot carry. When launched in the air, Deku Link will be holding two spinning flowers (which will keep him floating in the air). If you press down the flowers fold sending Deku Link downward and exhausted. When you press up when he is exhausted, the flowers will be back to normal but not spinning. When the flowers are spinning, Deku Link can float greater horizontal distances. When the flowers are not spinning Deku Link will glide slowly down. When Deku Link has flowers in his hand, only one attack can be used: Down Air. There are many different colors of Deku flowers that can appear.

Down B: Zora Mask
Young Link pulls out his Zora Mask and puts it on. In a quick puff of smoke Deku Link will transform into Zora Link. This takes about as much time as Super Smash Bros. Melee Zelda/Sheik takes to transform however this move cannot be used in the air. If you use the B Button plus one of the taunt buttons instead of using the control stick, you will transform into a different Link.

Up Taunt: Maskless
Deku Link will take off his mask and in a quick puff of smoke will transform into Young Link.

Side Taunt: Zora Mask
Deku Link pulls out his Zora Mask and puts it on. In a quick puff of smoke Deku Link will transform into Zora Link.

Down Taunt: Goron Mask
Deku Link pulls out his Goron Mask and puts it on. In a quick puff of smoke Deku Link will transform into Goron Link.

Final Smash: Fierce Deity Mask
Deku Link will put on the Fierce Deity Mask, and transform into Fierce Deity Link. After 55 seconds, Deku Link will take off the mask and return to normal.

Pummel: Deku Link kicks the opponent in the shin.

Forward Throw: Deku Link jumps up and kicks them.

Back Throw: Deku Link trips the enemy by sliding under him, then jumps and kicks them from behind.

Up Throw: Deku Link headbutts the opponent up.

Down Throw: Deku Link throws the opponent on the ground and spins on top of him.

Jab: Deku Link bends down and headbutts like Pikachu.

Neutral Air: Deku Link flips hitting the space around him with his hat.

Side A: Deku Link lunges forward with a headbutt.

Side Tilt: Deku Link whacks the space in front of him with the tip of his hat.

Forward Air: Deku Link kicks his legs forward.

Back Air: Deku Link kicks his legs backwards.

Up A: Deku Link fires a Deku Nut up. If the opponent is hit by the Deku Nut on the ground, the Deku Nut will explode stunning the opponent for two seconds and dealing good damage. If the opponent is hit by the Deku Nut in the air, the Deku Nut explosion will deal good damage and knockback. The Deku Nut does not go very high up.

Up Tilt: Deku Link jumps up headbutting the space above him.

Up Air: Deku Link will jerk his head up so his hat strikes the space above him.

Down A: Deku Link spins in place once swinging his hat around.

Down Tilt/Crouch Attack: Similar to Olimar’s Down Tilt, Deku Link will lay himself out with hands in front of him and scrunch back up.

Down Air: Deku Link throws a Deku Nut downwards. If the opponent is hit by the Deku Nut on the ground, the Deku Nut will explode stunning the opponent for two seconds and dealing good damage. If the opponent is hit by the Deku Nut in the air, the Deku Nut explosion will deal good damage and knockback.

Dash Attack: Deku Link rams his head in the space in front of him.

Ground Attack: Deku Link kicks in front of him with both legs held up by his hands. Then he kicks behind him held up by both hands and stands up.

Ledge Attack Under 100%: Deku Link jumps up swinging his hat.

Ledge Attack Over 100%: Deku Link pulls himself up and kicks under the opponent.

Stage Entry: Deku Link will pop out of a Deku Flower.

Victory Pose #1: Deku Link is chased by the Clock Town Square Dog in circles.

Victory Pose #2: Deku Link takes off his mask turning into Young Link. He then holds his Deku mask by his face.

Up Taunt: Deku Link pulls out a Deku Nut. He then throws it from hand to hand. He then drops it and stuns himself for a split second.

Side Taunt: Talt and Tael appear. Tatl pushes Deku Link making him real back and Tael pushes him over. Talt and Tael both laugh and spin around Deku Link in joy.

Down Taunt: Deku Link plays the Song of Time on his Pipes of Awakening.
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Zora Link Moveset

Zora Link is a medium weight character who does not slide. He can wall cling but not crawl. He is also and excellent and fast swimmer and can use his Up B and his aerials in water. Zora Link is just as tall as Link (not to be confused with Young Link).

Neutral B: Double Cutter Boomerang
Zora Link crosses his arms then lets his Double Cutters loose. They spin around and come back quickly. This move can be charged and the charge can be held. When fully charged it can travel half the distance of Final Destination. When not charged at all, his Double Cutters can travel 1/4 the distance of Final Destination. This attack can be angled too. It takes two seconds to fully charge. Boomerang deal good damage and small knockback.

Side B: Flip Kick
In Majora’s Mask, if you pressed A while his Boomerang was flying, Zora performed a Flip Kick. Here, Flip Kick can be performed by pressing Side B weather Zora Link’s Boomerang is out or not. When performed, Zora Link rushes forward, jumps, flips, and kicks. This attack can be used in the air giving Zora Link horizontal momentum. This attack deals good damage and great knockback.

Up B: Bio-Electrical Barrier
If this is performed in the air, Zora Link pause in the air for a moment (press a direction), then soars in the direction that was pressed surrounded by an electrical cone. The electricity does good damage and knockback. When performed on the ground, Zora Link will use his one of his Double Cutters as a shield. This will also surround Zora Link in a halved and upside-down electrical cone. The electricity does good damage and knockback if the opponent is touching it. However, it does take one hit to break. If the electrical barrier is broken, Zora Link will still be shielding protecting him. Performing it in the water is the same as performing it in the air. The Bio-Electrical Barrier in any form can reflect projectiles. This will exhaust Zora Link when used in the air.

Down B: Goron Mask
Zora Link pulls out his Goron Mask and puts it on. In a quick puff of smoke Zora Link will transform into Goron Link. This takes about as much time as Super Smash Bros. Melee Zelda/Sheik takes to transform however this move cannot be used in the air. If you use the B Button plus one of the taunt buttons instead of using the control stick, you will transform into a different Link.

Up Taunt: Deku Mask
Zora Link pulls out his Deku Mask and puts it on. In a quick puff of smoke Zora Link will transform into Deku Link.

Side Taunt: Maskless
Zora Link will take off his mask and in a quick puff of smoke will transform into Young Link.

Down Taunt: Goron Mask
Zora Link pulls out his Goron Mask and puts it on. In a quick puff of smoke Zora Link will transform into Goron Link.

Final Smash: Fierce Deity Mask
Zora Link will put on the Fierce Deity Mask, and transform into Fierce Deity Link. After 55 seconds, Zora Link will take off the mask and return to normal.

Pummel: Zora Link punches the opponent in the gut.

Forward Throw: Zora Link spin kicks the opponent forward.

Back Throw: Zora Link throws the opponent behind him and spin kicks him.

Up Throw: Zora Link uppercuts the opponent then slashes him with his other arm.

Down Throw: Zora Link throws the opponent on the ground and slashes him three times. The last slash sends the opponent up.

Jab: Zora Link punches, then slashes with his other arm, and then kicks the opponent.

Neutral Air: Zora Link slashes with one of his Double Cutters then the other.

Side A: Zora Link spin kicks. His foot is covered in bioelectricity.

Side Tilt: Zora Link slashes the air in front of him with his Double Cutters at the same time.

Forward Air: Zora Link swings his Guitar of Waves from down to up at an angle.

Back Air: Zora Link kicks the air behind him.

Up A: Zora Link slashes the air above him with one of his Double Cutters covered in bioelectricity.

Up Tilt: Zora Link high kicks.

Up Air: Zora Link flip kicks the space above him.

Down A: Zora Link spins on his back while kicking.

Down Tilt/Crouch Attack: Zora Link slashes one of his Double Cutters at the opponent’s legs.

Down Air: Zora Link kicks both feet down (spike).

Dash Attack: Zora Link slashes the space in front of him with one of his Double Cutters still moving forward from down to up. Then he spins around jabs with his other arms elbow.

Ground Attack: Zora Link performs a kick up.

Ledge Attack Under 100%: Zora Link throws himself up while slashing with one of his Double Cutters.

Ledge Attack Over 100%: Zora Link pulls himself halfway. He then flips onto the stage striking with one of feet.

Stage Entry: Zora Link appears in a cloud of feathers from playing the Song of Soaring. He will have his Guitar of Waves in hand.

Victory Pose #1: Zora Link plays his Guitar of Waves rockstar style.

Victory Pose #2: Zora Link takes off his mask turning into Young Link. He then holds his Zora mask by his face.

Up Taunt: Zora Link raises his Guitar of Waves above his head.

Side Taunt: Zora Link performs a back flip then a forward flip.

Down Taunt: Zora Link plays Song of Storms on his Guitar of Waves. A small storm cloud appears above him only and starts to rain on him.
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Goron Link Moveset

Goron Link is a heavyweight character who slides a tad. He cannot wall cling nor crawl. He also cannot swim, sinks slowly in water, and cannot grab the ledge when he is in ball mode. Goron Link is approximately the size and height of Bowser.Neutral B: Goron Roll
Goron Link rolls into a ball charges up then speeds in the direction you were facing. This move can be charged but the charge cannot be carried. If charged long enough, spikes will poke out of Goron Link. Since Goron Link cannot fly, he cannot roll off the edge. Goron Link will start to slow down when he rolls. When fully charged this attack does great damage and amazing knockback.

Side B: Bomb Throw
Goron Link throws a Bomb Flower or a Powder Keg. This attack has a very low chance of throwing a Powder Keg. The Bomb Flower will explode on impact but the Powder Keg will explode only if it is a person. If the Powder Keg hits the ground it will bounce once then roll in the direction it was done. The Bomb Flower has good damage and knockback while the Powder Keg has great damage and amazing knockback.

Up B: Goron Ground Pound
Goron Link rolls into a ball and jumps high into the air. Holding either left or right before he reaches the top will make Goron Link move in that direction slightly. This attack does small damage and knockback. If you move the control stick in a circle, Goron Link will exit ball form and be exhausted. On impact with the ground, a small wave will deal small damage to opponents. If the opponent is under Goron Link, he will receive good damage and will be knocked back greatly.

Down B: Maskless
Goron Link will take off his mask and in a quick puff of smoke will transform into Young Link. This takes about as much time as Super Smash Bros. Melee Zelda/Sheik takes to transform however this move cannot be used in the air. If you use the B Button plus one of the taunt buttons instead of using the control stick, you will transform into a different Link.

Up Taunt: Deku Mask
Goron Link pulls out his Deku Mask and puts it on. In a quick puff of smoke Goron Link will transform into Deku Link.

Side Taunt: Maskless
Goron Link will take off his mask and in a quick puff of smoke will transform into Young Link.

Down Taunt: Zora Mask
Goron Link pulls out his Zora Mask and puts it on. In a quick puff of smoke Goron Link will transform into Zora Link.

Final Smash: Fierce Deity Mask
Goron Link will put on the Fierce Deity Mask, and transform into Fierce Deity Link. After 55 seconds, Goron Link will take off the mask and return to normal.

Pummel: Goron Link headbutts the opponent.

Forward Throw: Goron Link throws the opponent down and sits on them.

Back Throw: Goron Link his the opponent backwards with his rear.

Up Throw: Goron Link throws the opponent up, curls into a ball then launches himself up knocking the opponent up.

Down Throw: Goron Link throws the opponent down, and jumps. He then curls up into a ball and starts to spin clockwise very fast. When he lands on the opponent, the opponent is launched backwards.

Jab: Goron Link throws a punch, then a hook, and then his rear.

Neutral Air: Goron Link curls up into a ball and spins around.

Side A: Goron Link pulls back his fist and lets fly a punch covered in flames.

Side Tilt: Goron Link shoulder tackles the opponent.

Forward Air: Goron Link punches down to up. His fist is covered in flames.

Back Air: Goron Link kicks behind him with both feet.

Up A: Goron Link will curl up into a ball and jump.

Up Tilt: Goron Link swings an open palm over his head.

Up Air: Goron Link headbutts above him.

Down A: Goron Link brings his two fists above him then brings then down on both sides of him.

Ground Attack: Goron Link quickly rolls around in a circle and gets up.

Ledge Attack Under 100%: Goron Link pulls himself up using the momentum to ram his body in the space in front of the ledge.

Ledge Attack Over 100%: Goron Link pulls himself halfway up, punches then pulls himself all the way up.

Stage Entry: Goron Link rolls in.

Victory Pose #1: Goron Link does the Darunia Dance.

Victory Pose #2: Goron Link takes off his mask turning into Young Link. He then holds his Goron mask by his face.

Up Taunt: Goron Link does the Darunia Dance (I am coping from above because of its classiness).

Side Taunt: Goron Link will roll into a ball and rock back and forth.

Down Taunt: Goron Link plays Saria’s Song on his Drums of Sleep.
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Fierce Deity Link Moveset

Fierce Deity Link is a heavyweight character who does not slide at all. He can wall cling but cannot crawl. Fierce Deity Link is taller than Link (not to be confused with Young Link). Fierce Deity Link uses the Double Helix Sword. Because the Double Helix Sword is a two-handed weapon, he cannot wield a shield. However all damage dealt him is halved and all knockback is negated.

Neutral B: Hero’s Bow
Fierce Deity Link fires an ice arrow from his bow. Any opponent near the flight of the arrow or impact will be frozen. This move can be charged but the charge cannot be carried. The arrow does good damage and great knockback.

Side B: Sword Beam
Fierce Deity Link stabs the space in front of him and channels his magical energy into his double helix sword sending out a continuous beam of energy. This attack can be tilted and explodes on impact dealing great damage and great knockback.

Up B: Spin Attack
On the ground, Fierce Deity charges his sword, then spins around dealing great damage and amazing knockback. This attack also sends a fire wave from Fierce Deity Link. This attack can be charged but the charge cannot be carried. In the air, Fierce Deity Link spins upward and lifted up. The last hit is the most powerful dealing great damage and amazing knockback.

Down B: Powder Keg
Fierce Deity Link pulls out a small Powder Keg. It can be thrown in any direction and explodes on impact dealing great damage and amazing knockback.

Tilted Down B: Bombchu
Fierce Deity Link pulls out a Bombchu. It can be thrown in any direction and explodes on impact. If it hits the ground it will travel around the stage like a Hothead until it hits something or until the Final Smash runs out.

Grab: Fierce Deity Link uses his Hookshot as a grab then retracts it quickly.

Grab Air/Z-air: Fierce Deity Link fires his Hookshot then retracts it quickly. This attack can be used to attach to the side of the stage as well as deal good damage and knock back.

Pummel: Fierce Deity Link knees the opponent in the gut.

Forward Throw: Fierce Deity Link kicks the opponent forward.

Back Throw: Fierce Deity Link spins and kicks the opponent.

Up Throw: Fierce Deity Link throws the opponent up and slashes him.

Down Throw: Fierce Deity Link throws opponent on the ground and uses his Sword Beam.

Jab: Fierce Deity Link slashes his sword and then slashes his sword again. Finally he jabs his sword out.

Neutral Air: Fierce Deity Link holds a kick.

Side A: Fierce Deity Link swings his sword from up to down. If A is pressed again, then he swings back up.

Side Tilt: Fierce Deity Link spin kicks.

Forward Air: Fierce Deity Link slashes with his sword back then forth.

Back Air: Fierce Deity Link swings his sword below him and to behind him in one motion.

Up A: Fierce Deity Link strongly slashes above him.

Up Tilt: Fierce Deity Link swings his sword above him.

Up Air: Fierce Deity Link stabs his sword up and keeps it there.

Down A: Fierce Deity Link slashes the space in front of him and behind him in two motions.

Down Tilt/Crouch Attack: Fierce Deity Link sweeps his sword under the opponent’s feet. This can spike if the opponent is on the ledge.

Down Air: Fierce Deity Link stabs the space below him leaving his sword out and allowing gravity to bring speed to his blade.

Dash Attack: Fierce Deity Link slashes the space in front of him.

Ground Attack: Fierce Deity Link stands up and releases a wave of energy.

Victory Pose #1: Fierce Deity Link points his sword at the screen with energy coming off his blade.

Victory Pose #2: Fierce Deity Link takes off his mask and Young Link is standing there holding the Fierce Deity Mask by his face.

Up Taunt: Fierce Deity Link points his blade upwards and fires a small Sword Beam that actually does damage.

Side Taunt: Fierce Deity Link pulls out Majora’s Mask looks at it and puts it back.

Down Taunt: Fierce Deity Link holds his blade with two hands and rams it into the ground with power coming of the blade and electricity coming out the whole in the ground.
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Neutral B: Nayru's Love
Toon Zelda spins around in something that looks like blue rupee that splits into tiny blue crystals that spin around her. Almost exactly like Zelda’s Neutral B except Toon Zelda’s Neutral B does one wave of tiny blue crystals, has a smaller hit-box, and ends faster. Like Zelda’s Neutral B, it can reflect projectiles. This has greater knockback and deals more damage then Zelda’s Neutral B.

Side B: Din's Fire
Toon Zelda sends a speeding ball of red flame at the opponent. Toon Zelda’s Side B it explodes when released and has a smaller hit-box than Zelda’s. However Toon Zelda’s Side B has slightly greater range, knockback, and damage than her counterpart. Doing it in the air will boost Toon Zelda forward slightly but exhausts her.

Up B: Farore's Wind
Toon Zelda disappears and reappears in a flash of magic. This is exactly the same as Zelda’s except Toon Zelda’s Up B has greater ledge grab range and smaller hit boxes. When Toon Zelda disappears you can hit any direction and she will reappear there. This attack exhausts Toon Zelda. The disappearing has no hit-box but the reappearing has good damage and knockback.

Final Smash: Arrow of Light
Just like Zelda and Sheik’s Final Smash, Toon Zelda pulls out a golden bow and fires a Light Arrow. Anyone caught in the arrows line is zoomed in on. After the camera zooms out, every one hit is sent flying back with extreme damage and knockback.

Hold: Toon Zelda holds the opponent telekinetically.
Pummel: Toon Zelda fires a small burst of fire magic at the opponent.

Side A: Toon Zelda extends both her hands in front of her, sending a stream of magical blasts. The last magical blast, knock the opponent forward.

Side Tilt: Toon Zelda steps forward and slashes her hand. Following her hand is a trail of fire.

Forward Air: Toon Zelda kicks her foot out. If it lands right, small electrical sparks come out of the foot, which increases the knock back by a lot. Better chance to get the special knock back than Zelda’s Forward Air but it has a smaller hit-box and not as great knock back.

Back Air: Toon Zelda kicks her foot out behind her. If it lands right, small electrical sparks come out of the foot, which increases the knock back by a lot. Better chance to get the special knock back than Zelda’s Forward Air but it has a smaller hit-box and not as great knock back.

Up A: Toon Zelda waves her hand in a circle above her head, sending a stream of magical blasts. The last magical blast, knocks the opponent up.

Up Tilt: Toon Zelda and slashes her hand above her. Following her hand is a trail of fire.

Down Tilt/Crouch Attack: Toon Zelda points both hands at a downward angle and creates a huge explosion.

Down Air: Toon Zelda points her hands downward and sends a small spark of magic. If the opponent get hit by this they are sent downwards at a fast speed.

Dash Attack: Toon Zelda puts both hands in front of her and sends fire all around her.
Ground Attack: Toon Zelda spins her legs around trailing magical sparks.
Ledge Attack: Toon Zelda pulls herself up and sets of a mini explosion.
Stage Entry: Toon Zelda comes out of a Nayru's Love
Victory Pose #1: Toon Zelda raises one hand up in victory.

Victory Pose #2: Toon Zelda preforms Farore's Wind and disappears.

Up Taunt: Toon Zelda raises both hands and creates a blue crystal in her hands.

Side Taunt: Toon Zelda puts her hands together and creates a small ball of flames.

Down Taunt: A puff of smoke covers Toon Zelda. When it disappears (which is quickly) Tetra is standing there. The puff of smoke happens again and Toon Zelda is back to normal.
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Phantom Zelda Moveset

Originally posted by Mr. MR
Phantom Zelda is a heavyweight character who does not slide. She does carry a shield that protects her from projectiles much like Link and Toon Link’s shield.

Neutral B: Wrecker
Based off the Wrecker Phantom, Phantom Zelda curls into a ball and transforms into a boulder. If done in the air she comes down like a rock. If done on the ground she can move around and knock your opponents. You can be grabbed and hit (if it has the right amount of knock back) out of it. Let go of B to transform back. Wrecker becomes slower the longer you stay in it. Decent speed, good damage, and good knockback.

Side B: Torch
Based off the Torch Phantom, Phantom Zelda’s sword becomes covered in fire. Then she swings the sword. This attack can be charged but the charge cannot be carried. If it is overcharged the attack will do a fair amount of recoil damage. Good damage and knockback when not charged. Extreme damage and knockback when fully charged.

Up B: Warp
Based of the Warp Phantom, Phantom Zelda disappears and reappears in a puff of smoke. She then reappears in another puff of smoke. Depending on which direction you pressed, depends where she reappears. Deals damage on reappearance and not disappearance. This attack exhausts Phantom Zelda. Good damage and knockback.

Final Smash: Arrow of Light
Just like Zelda and Sheik’s Final Smash, Phantom Zelda pulls out a golden bow and fires a Light Arrow. Anyone caught in the arrows line is zoomed in on. After the camera zooms out, every one hit is sent flying back with extreme damage and knockback.

Pummel: Phantom Zelda hits the opponent with her shield.

Forward Throw: Phantom Zelda chucks the opponent forward.

Back Throw: Phantom Zelda throws the opponent backwards then hits them with her sword.

Up Throw: Phantom Zelda throws the opponent up then jumps up head butting him.

Down Throw: Phantom Zelda throws the enemy on the ground and body slams the opponent.

Jab: Phantom Zelda swings her sword sideways, then diagonal, and then rams the opponent with her shield.

Neutral Air: Phantom Zelda spins around with her sword.
Side A: Phantom Zelda lunges forward into a side tackle.

Side Tilt: Phantom Zelda steps forward and slashes downward with her sword.
Forward Air: Phantom Zelda brings her sword up then slices downward.

Back Air: Phantom Zelda turns quickly and slashes her sword.

Up A: Phantom Zelda jumps up and head butts the opponent.

Up Tilt: Phantom Zelda steps forward and slashes above her in an arc with her sword.

Up Air: Phantom Zelda rams her shield into the air above.

Down A: Phantom Zelda spins around with her sword.

Down Tilt/Crouch Attack: Phantom Zelda kneels down and slashes with her sword at foot level.

Down Air: Phantom Zelda sweeps her shield below her (Spike).
Dash Attack: Phantom Zelda runs with her shield in front of her landing on her shield.
Ground Attack: Phantom Zelda hits the ground with her shield creating a shock wave and pushing her up.
Ledge Attack: Phantom Zelda pulls herself up strikes with her sword.
Stage Entry: Enters with transformation light. Dissipates faster than normal revealing Phantom Zelda.
Victory Pose #1: Phantom Zelda ignites her sword and holds it in front of her.

Up Taunt: Ghost Zelda comes out of the armor leaving the armor bent over. She then reenters and becomes Phantom Zelda again.

Side Taunt: Phantom Zelda lights her blade on fire and waves it around.
Down Taunt: A mouse stars scurrying around her. She starts quivering and avoiding the mouse.

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Ghirahim Moveset

Originally posted by NeosquidB Move: Dagger Shot
Ghirahim starts levitating a dagger in front of him. Tapping B will cause him to throw just one (the dagger moves horizontally and is not affected by gravity). But holding down B causes him to gather more daggers, stacking them on top of each other. There can be up to six daggers, and the more there are, the greater vertical area they can hit. One dagger does not do very much damage, but if a lot of them hit something it will really hurt them. Ghirahim can levitate the daggers as long as he wants; this can be useful because they can protect him from projectiles. They do vanish on contact, though.

Side B: Barrier Slasher
Ghirahim moves forward very quickly at fast speed. It's very similar to Ike's side B, only, when this attack hits, Ghirahim will attempt to slash his target many times very quickly. It also breaks any shield on the first hit, hence the name. It also has no charge time, unlike Ike's. But it can cause Ghirahim to go flying off the edge of a stage. Thankfully, pressing B will stop it immediately.

Down B: Diamond Tornado
Ghirahim raises his palm into the air. After a brief moment, a black tornado about his height will erupt from it. It is black with diamond sparkles. Anyone above Ghirahim that is caught in this attack will be stuck in falling mode (the mode most characters go into after using their Up B, aka helpless). Taking your finger off B will quickly cause Ghirahim to cease using the attack so he can attack the helpless victim.

Up B: Demon Jump
Ghirahim leaps into the air. The height is about the same as King Dedede's Up B. Tapping B at any time during this will cause him to teleport in a burst of diamonds. Moving the control stick will decide where he reappears; he reappears after about 2 seconds. Immediately after reappearing he dives downward with his sword pointing where he is moving. He slashes through any characters in his way. Since you have little horizontal control during this decent, you can cancel the attack with B, putting Ghirahim is helpless mode but allowing him to maneuver better.

Just a note: not using the teleport will result in him not being put in helpless mode. The teleport distance is also about the same as Meta Knights.

Warning: Skyward Sword Spoilers!Final Smash:

The Imprisoned
Ghirahim does a weird dance, and summons the Imprisoned from the ground in the center of the stage. The Imprisoned stomps around and can even levitate. It is completely immune to all attacks, and touching it will deal damage to anyone that's not Ghirahim. One of Ghirahim's taunts is a weird dance; using it will cause the Imprisoned to go to his current location. The Imprisoned disappears after about the same time as the Landmaster.

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PokémonRaichu Moveset (Mr. MR)

Originally posted by Mr. MR
Faster, stronger, and more powerful, these are the attributes that Raichu possesses when compared to his “younger self” known a Pikachu. So why did Raichu not make the cut. Well he is too awesome. And hence why I am making this moveset. Pichu used electricity it did not have and so did damage to himself, Pikachu had the right amount of electricity, but Raichu is overcharged and so has to discharge.(of course Pichu is still better)
Raichu is a medium weight electric mouse Pokémon who does not slide, and has the ability to wall cling and crawl. If Raichu does not use an electrical attack for 30 seconds, Raichu Discharges electricity damaging the opponent if he is near. This does not hurt Raichu, and deals good damage and knockback to the opponent.

Neutral B: Zap Cannon
Raichu charges (while charging electricity flows through his body) then lets fly a ball of electricity is a straight line. It takes four seconds to fully charge. If not charged it does nothing. When fully charged it possesses great damage and amazing knockback.

Side B: Thunder Punch
Raichu pull his paw back letting electricity from his body flow to his fist, then lets fly a strong punch of electricity. Drains the opponents shield also (chance to paralyze). Good damage and great knockback.

Up B: Extreme Speed
Even though Raichu cannot learn the move, it is essentially a stronger version of Quick Attack which is why I choose Extreme Speed (also a Japanese 2012 event gives Pikachu Extreme Speed which allows Raichu to have that move too). Similar to Pikachu’s Up B, Raichu’s Up B sends Raichu, after a short delay, in the direction you pressed in a straight line. From here if you pressed a different direction, Raichu will do it again. The difference being is on entry Raichu will discharge electrical energy shocking anyone right next to Raichu. This attack exhausts Raichu and does small damage and no knockback.

Down B: Thunder
Raichu calls to the heavens his name. The heavens reply with a small storm cloud and a bolt of lighting. Translation: Raichu summons a lightning bolt. It is stronger and lasts longer than Pikachu’s. Good damage and great knockback.

Final Smash: Overcharged
Raichu starts charging with electricity jumping off him. Raichu becomes super fast (both in attack speed and movement speed), powerful, and does not exhaust. The more electrical moves you perform the weaker Raichu gets. After 35 seconds Raichu releases the rest of his charge in one move. Damage and knockback from the Discharge varies.

Pummel: Raichu shocks the opponent.

Forward Throw: Raichu throws the opponent forward.

Back Throw: Raichu rolls backwards and throws the opponent.

Up Throw: Raichu holds the opponent and summons a small lighting bolt.

Down Throw: Raichu body slams the opponent.

Jab: Raichu headbutts.

Neutral Air: Raichu (surrounded by electricity) flips around in the air.

Side A: Raichu fires a shock similar to Pikachu’s Side A except Raichu has more range.

Originally posted by The StormNeutral B: "Raichu, Show 'em a REAL Thundabolt. Shut it DOWN!"
Raichu's signature move, Raichu absorbs electricity yelling, "Raiiiii," for 4 seconds, then unleashes it in a startling blast of electricity while screaming, "CHU!". While charging, Raichu loses all motor functions. This move can be cancelled by pressing the Guard button. Can only be used when charged the full length of time, then a bolt of lightning flashes at lightning speed at any given direction, via the control stick. The lightning blast goes through everything, and can hit multiple enemies if in the same direction. The bolt deals 50% damage plus massive knockback to whomever is hit. Raichu also takes 10% damage.

Side B: Volt Tackle
Raichu charges energy, then rolls forward with an electric spin, almost the same motion and speed as Sonics Side B. Can be cancelled by pressing any button. If Volt Tackle hits at minimal charge, it deals 10% damage to those hit and good knockback, Raichu also takes 3% damage. If hit at max charge time, maximum charge of 3 seconds, Raichu moves much faster and deals 24% damage, great knockback, and Raichu takes 8% damage himself.

Down B: Thunderstorm
Raichu plants his feet on the ground, and charges his power. While doing this, every .8 seconds, a small lightning bolt will shoot from Raichu in a random direction, usually towards his enemies. If they strike an enemy, they take 7% damage and cause knockback. If they hit, Raichu ceases charging. Also, Raichu can be knocked out of charging by any move. While Raichu is charging, every 2 seconds he heals himself by 5%. This move can only be used to heal a maximum of 20% damage per life. When the max healing is reached, Raichu still sputters electricity until the move is cancelled or he is hit.

Up B: Raichu's arrogance, aka Take Down
Raichu dashes in the given direction via control stick. Raichu travels as far as one of Pikachu's Quick Attacks. If Raichu hits an opponent, they are spiked downwards. Raichu deals 10% damage, and takes 3% damage as a result. Also, if it hits, Raichu then enters "free-fall mode".

Final Smash: "Raichu is da Ultimate Pokamon!"
Raichu gains tremendous power. For 8 seconds, Raichu remains vulnerable, but takes no recoil damage from his attacks. Also, all Raichu's moves no longer have to charge.
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Haunter Moveset

Originally posted by The StormNeutral B: Hypnosis
Haunter shoots six rings in front of him in rapid succession, one after the after. They travel slowly, about the length of Pikachu's Thundershock. If three of the six rings hit the foe, they are put to sleep for 1.5 seconds. if all six hit, the foe is put to sleep for 3 full seconds. Has a .5 second charge time, does no damage, .5 second cooldown.

Side B: Sucker Punch
Haunter shoots his fist forward like a rocket. It goes the distance of Link's boomerang, then disappears. A new hand immediately forms on Haunter. If the Hand hits anything while being shot, it deals 7% damage, no knockback, and 1 full second stun.

Down B: Curse
A needle appears in front of Haunter, and stabs him. Haunter takes 55% damage from this. Then, a small ghost floats around the foe(s), inflicting 10% damage per second for 10 seconds. The only way to alleviate the Curse is by being killed or by waiting the full ten seconds. In addition, all Haunter's moves have their knockback power reduced to very low. It has a 4 second charge time. Haunter takes 12% damage per second that he charges it. If Haunter is hit, or the charge is released before the full 5 seconds passes, Curse does nothing, but Haunter still retains the damage.

Up B: Shadow Sneak
Haunter disappears and dashes in the chosen direction (via control pad/stick) then reappears at the other side. Travels the distance of Zelda's teleport, Fareores Wind. If an enemy(s) are in Hauters way during this move, the disappear as well, traveling with Haunter to the chosen direction. For every second they are invisible with Haunter, they take 3% damage. Haunter travels for 2 seconds full. Both Haunter and whomever he Snuck are invincible and cannot attack for one second after they all reappear.

Final Smash: Night Shade of Terror
Haunter disappears, then dark winds blow the characters back and forth. They layer, and each layer goes the opposite direction the one below it was going. (Figure 1-3 for reference) Then, Haunter reappears, filling up nearly the entire screen with his gas-like body. He laughs heartily, and the wind speed increases, making it more difficult to stay on any platform. The wind does damage depending on Haunter's damage %. If Haunter's damage is 30% or less, the wind does 3% damage per second for 10 seconds. If his damage is between 31-70%, it deals 7% damage per second for 10 seconds. If his damage percent is 71% or higher, it deals 10% damage for every second for 10 seconds. Haunter only fills the screen for the last 4 seconds. The winds, in addition to dealing damage, can push the players off the screen. Their power is slightly less then Squirtles Water Gun fully charged.

I know you guys probably expected Shadow Ball in there somewhere, i felt we already had too much of that with the other players. Plus, Mewtwo's move in Melee was Shadow Ball.
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Gengar Moveset

Originally posted by Mr. MR
(Note: the original post has more pictures)
From the word doppelgänger comes this Pokémon's name; the Shadow Pokémon Gengar. Some speculate that this Ghost/Poison Pokémon is the shadow of a Clefable, the Fairy Pokémon. The most famous features of Gengar is his sinister grin and his glowing red eyes.

In the Super Smash Bros. Melee, Mewtwo represented Pokémon's villain, just as Ganon and Bowser represented the villain in Legend of Zelda and Super Mario Bros. respectively. However, with the disappearance of Mewtwo from Brawl, the void has been left in the Pokémon villain spot. Gengar is here to fill that void.

Gengar is a medium weight character with the ability to wall cling. He is slow moving on the ground, however, his movement speed becomes fast in the air. He is about the same size as Wario but Gengar is a little bit taller. Gengar cannot crawl but one of his moves allows him to do it in a special way. When passing through a passable platform Gengar will turn transparent and just fall through.

Neutral B: Shadow Ball
Gengar holds his hands in front of him and an orb of shadow starts growing. When fired, Gengar moves his arms to each respective side. The shadow ball itself is a powerful move dealing great knockback and good damage when fully charged. It travels in a straight line until it dissipates. Gengar can hold the charge making him able to surprise his opponents. When Gengar dies he loses any charge he had. Also, when Gengar's Shadow Ball is fully charged Gengar will start to emit a black shadowy aura notifying the player and the opponent that his move is fully charged.

Side B: Shadow Claw
Gengar pulls his hand back and slashes in front of him with shadowy claws. Shadow Claw can weaken shields much better than normal attacks giving it a shield break quality. Knockback on a non-shielded opponent is able to kill at high percents. Shadow Claw's damage is also good. Using it in air does not slow forward momentum but it does slow backwards momentum.

Up B: Levitate
Similar to R.O.B.'s Robo Burner and based off of Gengar's in game Pokémon ability, Gengar's Levitate will propel Gengar through the air for a short amount of time. Using it does not exhaust Gengar making it possible to use a Levitate before and after an attack, however he does have a limited amount of flight time before he touches the ground. When used Gengar turns into a shadowy blob having similar appearance to a Ghost Pokémon before obtaining the Silph Scope in Pokémon generation one. When he attacks, grabs a ledge, is attacked, or if Levitate is interrupted, Gengar will instantly revert back to his usual appearance.

Down B: Shadow Sneak
Gengar melds into the ground or wall, leaving a puddle of darkness complete with black shadows crawling off it (like some shadowy aura), two sinister red eyes, and his trademark smile. Shadow Sneak only works for three seconds, cannot work in the air unless he is next to a wall, and must recharge for five seconds after each use. When using Shadow Sneak, Gengar moves a lot faster; barely surpassing Sonic's speed. Gengar can be knocked out of Shadow Sneak if he is attack, however due to the lack of size in this form, some attacks like Falco's Laser cannot hit Gengar. Shadow Sneak gives Gengar the mobility of a Hothead (Brawl Item); being able to go from the top of the stage to the bottom of the stage by traveling along the ground and walls. Gengar can attack out of this form. When in this form, Gengar can jump right out of the shadow by pressing the jump button. This can be followed up by any aerial move or special. Hitting an attack button when using Shadow Sneak will make Gengar jump out and with a shadowy mini blast that has decent range and knockback, however you cannot use one of your attacks directly after it leaving you vulnerable for a second.

Final Smash: Shadow Force
Even though the move Shadow Force is reserved for Giratina, I thought it would be an appropriate Final Smash for the Shadow Pokémon. When used the screen will darken and Gengar will disappear into the darkness. Gengar will then appears right next to the closest opponent and attacks him with a shadow explosion. If any other opponents are near the explosion they will be hit also. Shadow Force deals both extreme damage and knockback.

Running: Gengar hovers above the ground with his head leaning forward.

Crouching: Gengar half way melds into the floor leaving his body in a shadowy puddle and his head right above the ground.

Wall Clinging: Gengar half way melds into the floor leaving his body in a shadowy puddle and his head sticking out of the wall.

Side Tilt: Gengar licks in the direction you pressed. This has a long startup lag but if it hits the opponent will be temporarily paralyzed.

Forward Air: Gengar throws a shadow punch.

Back Air: Gengar kicks his feet back.

Up A: Gengar headbutts the space above him.

Up Tilt: Gengar will clap his hands above him creating a small dark explosion.

Up Air: Gengar juts his hands up in the air.

Down A: Gengar quickly slashes in front of him then behind him.

Down Tilt/Crouch Attack: Gengar grabs the feet of the opponent. This will cause always cause a trip if the opponent is on the ground. If the opponent is in the air then this attack will send the opponent down.

Down Air: Gengar kicks the space below him. This move will spike.

Dash Attack: Gengar headbutts the opponent.

Ground Attack: Gengar melds into the floor and jumps back out creating a small shock wave.

Ledge Attack #1: Gengar will go right through the corner of the stage and slap the opponent.

Ledge Attack #2: Gengar will float onto the stage and slap the opponent.

Dodge: Gengar turns partially invisible. Anything and everything except for the stage passes right through him. This lasts longer than most dodges.

Side Dodge: Gengar floats backwards and becomes partially invisible. Just like above, anything and everything except for the stage passes right through him. This lasts longer than most dodges.

Stage Entry: Starting invisible, Gengar flashes in and out of visibility until visibility slowly crawls its way up from his feet to his head. When this is happening Gengar is staring at the screen with his usual grin on his face.

Victory Pose #1: Gengar will grin menacingly at the screen and disappear with his smile disappearing last.

Victory Pose #2: Gengar will use hypnosis and all the other characters will fall asleep. Gengar will be awake silently laughing.

Up Taunt: Gengar will put on a very evil smile and his shoulders will move up and down like he is laughing but no sound will be made.

Side Taunt: Gengar will shimmer in and out of visibility never at one point becoming fully invisible.

Down Taunt: Gengar will become a blob of shadow and fall into the ground and pop back up in purple fire.
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Hitmonchan Moveset

Originally posted by The StormNeutral B: Focus Punch
Hitmonchan charges a powerful punch, then throws it with explosive force. Same speed and range as Falcon Punch. Has a 4 second charge time. Deals 30% damage plus immense knockback. (I felt we needed another Falcon Punch in the game)

Side B: Mach Punch
Hitmonchan dashes forward at a blinding speed, throwing a weak punch at the end. 4% damage, no knockback, .25 second stun, same range as Ike's fully charged Side B.

Down B: Counter
Hitmonchan blocks his face with his gloves, ready to counter any physical attack for 1.3 seconds. He can only counter physical attacks, any projectile or magic based attack goes through.

Up B: Rapid Sky Uppercut
Hitmonchan jumps into the air at a 45 degree angle, travelling a small amount more than Mario's uppercut. While travelling, he punches furiously, letting loose a huge uppercut at the end. Any character caught in this attack deals 1% damage per hit, a total of 12 hits fired, and the uppercut at the end deals 7% damage and decent knockback. He is completely defensless during this attack from the bottom.

Final Smash: The "Chan Man's" Rhapsody
Hitmonchan rushes across the ring, not stopping until he hits a target. (note: if he does not run into anything, he could easily run out of the ring) If Hitmonchan runs into a target, the camera zooms in close, and a fast pace drum solo begins, rapidly beating the Snare drum. As the drum makes a hit, Hitmonchan also swings punches. All in all, it is a rapid punch flurry that goes to the beat of the drum. When the solo ends on a cymbal crash, Hitmonchan also throws his final punch, which is a straight forward "superman" punch. Each punch does 2% damage, with a total of 45 punches thrown in rapid, unblockable succession. The final "superman" punch deals an extra 25% damage, for a total of 115% damage dealt, plus immense knockback. If multiple characters are grouped together, the damage is split equally among them.

For those who dont know what the "superman" punch is, it’s a punch where the attacker rears back, and throws his fist into the opponents chest with their full body weight behind it. It’s a KO punch basically.

So its known i plan on editing in his A moves later, which will include Thunderpunch, Fire Punch, Ice Punch, and Mega Punch.

I think its time for me to make another moveset...hopefully i can measure up to the expectations!
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Magikarp Moveset

Originally posted by The Storm
Stagnant Effect: Magikarp cannot run, he only flops on the stage. He moves as slow as Bowser starting off, and can only jump once, no double jump. Walking/running only makes Magikarp slowly flop across the stage, continuously yelling "Karp Karp Karp Karp!"

Neutral B: "Flail"- Using this move, Magikarp literally flails in place out of control. Hit radius is identical to Ike's fully charged neutral B. deals damage equal to half the total damage Magikarp has taken when the move hits. Deals knock back that doubles in strength for every 10 points of damage dealt by this attack, maxing out at 5 times normal knockback (e.g, if this move is used while Magikarp is at 100 damage, it deals 50 damage and immense knockback.)

Side B: Tackle
this move is chargeable. It takes 1.3 seconds to fully charge, when released, Magikarp flies across the screen the speed and distance of Fox's Side B. Deals 15% damage on impact, however deals no knockback damage whatsoever, does not make the for flinch (like Fox's laser) If the move is not fully charged when used, this attack does absolutely nothing.

Down B: Swift Swim
Magikarp glows blue and doubles its speed movement. Can be stacked up to 5 times. When maxed out, makes Magikarp move at the same speed Sonic runs, and lets Magikarp jump twice as high. If Magikarp loses a life, the stack is reset. Takes 1.3 seconds to charge up in order to activate effect. If not fully charged or if Magikarp is hit (even by a non flinching move like Fox's laser) then Magikarp stops charging and no speed boost is applied.

Up B: Bounce
Kind of like a reverse movement of Dee De Dee, where DDD shoots up, then descends quickly, Magikarp slams down to the ground, then bounces off it and springs high into the air, the equivalent height of a double jump by Luigi. Deals 6% damage on impact of the ground, as long as Magikarp is in the air, he can continuously bounce. Note that if there is no contact point beneath Magikarp, he will plummet to his death very quickly. If "Bounce" strikes a for in the air, Magikarp bounces off of them and the foe is spiked downwards.

Final Smash: Splash... Or is it?
Magikarp springs into the air and calls its name loudly, causing a wave of hundreds of Magikarp to crash upon the stage in random areas all using the Splash move. Magikarp literally rain down the screen. Damage and knockback-wise, this move does nothing. Nothing happens. HOWEVER!!! Upon using this Final Smash, Magikarp glows white and evolves into Gyarados for 30 seconds. Gyarados can fly and is controlled much like Yoshi. When Magikarp evolves into Gyarados, the entire screen fills with water and all foes swim as though they are underwater. They cannot attack while underwater. Pressing the A button uses Dragon Rage, exhaling red flames an dealing 40% damage, along with good knockback. If the A button is not pressed for more than 3 seconds, whirlpools will randomly spawn throughout the screen. The Whirpools deal no damage, but instead push opponents off screen, causing KO's. after 30 seconds, Magikarp reverts back to its normal form.
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Neutral B: Hyper Beam
Dragonite spits out an enormous white beam, with as much range but more power and knockback than R.O.B's lazer. It is also slightly larger. This move is extremely powerful, and Dragonite has to wait 45 seconds before it can be used again. It cannot be used in the air. If tried before the recharge is finished, Dragonite will only open his mouth and push himself back a bit.

Side B: Body Slam
Dragonite rushes and slams into the opponent, doing good damage and fair knockback. If it's used on the ground, and it misses, Dragonite's head gets planted into the ground and is vulnerable for half a second. If used in the air, and successful, he will attempt to sit on his opponent, grabbing them and putting them under him. Great damage and good knockback. Then both of them are spiked downwards, making this a horrible (and suicidal) recovery move. If not successful, Dragonite is tired out and falls.

Up B: Thunder
A giant thunderbolt falls under him, propelling him upwards. (In other words he sh*ts out a giant thunderbolt) Good damage, great knockback. It can go through platforms, has the same range as Pikachu's Thunder, and cannot spike downwards. Anyone who is touched by Dragonite is also damaged slightly, until he starts falling.

Down B: Fire Blast
Five fireballs gather around him, and once they all meet an explosion follows. The explosion is the length of 3 Dragonites and the height of 1 and 1/3. The fireballs do no damage, so an enemy can approach while it is being used. This move cannot be charged and takes 2 seconds to fully use. Good damage, fair knockback. If used in the air, an automatic smaller explosion happens, only the size of 1 Dragonite. He is then tired out and falls.

Final Smash: Draco Meteor
Dragonite flies to the top-center of the screen and starts unleashing multiple comets in rapid succession. Able to break enemy shields.
They can only fire in one direction, and can be aimed left or right. Great damage and great knockback.
Neutral A/Jab: Dragonite slashes twice, and the third time he spins around quickly and smacks the opponent with his tail. Third A is risky of tripping. Side A: Dragonite punches straight out in front of him. Up A: He thrusts his head upwards, hitting anyone on top of or directly next to him. Down A: Claws at the ground once. Dash Attack: Headbutts the opponent.

Side Smash: Throws his head down in the direction it is used. Similar but less range than Bowser's Smash. Good damage and little knockback.Up Smash: His head glows pink and is thrust upwards at an opponent. (Zen Headbutt) Great damage and good knockback.Down Smash: Stomps on the ground once furiously, damaging anyone to either side of Dragonite. Great damage and fair knockback.

Neutral Aerial: Spins around in a circular motion. Anyone hit by his tail is hurt.Forward Aerial: Does a forward slash, arching downwards. Does not spike.Back Aerial: Flaps his wings in the opponent's face.Up Aerial: Slashes upwards, although not directly upwards. Depends on the direction he is facing when used.Down Aerial: Kicks under him, meteor smashing anyone who is hit. Hard to aim as it has little range. (Does fewer damage than Ganondorf's)

Grab Attack: Butts head into the opponent.Forward Throw: Smashes head straight into opponent, like a bull. Fair damage and fair knockback.Back Throw: Chokes opponent and kicks at them backwards. Good damage and fair knockback.Up Throw: Throws opponent upward and finishes with a slap of his tail. Fair damage and good knockback.Down Throw: Sits on opponent. Good damage and good knockback.

Ledge Attack: Rams into opponent once half of his body is up.Stage Entry: Flies down to the stage from above the screen.

Up Taunt: Roars loudly and angrily for a good amount of time.Down Taunt: Falls asleep while standing up, and then awakens, startled.Side Taunt: Dragonite starts jumping and dancing about.Victory Pose 1: Roars and shows his sharp teeth, and then calmly licks his paws.Victory Pose 2: ​Gets out a Berry and starts eating it, staining his mouth.
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Pichu Bros. Moveset (Designed with Project M in mind)

Originally posted by Mr. MR
Pichu has returned but not alone. Pichu Bros. may look like an Ice Climbers pair but they play completely different; with the focus off Chain Grabbing and on Switch Combos with their Volt Switch Mechanic.

Volt Switch Mechanic: When both Pichus are Synchronized, and the lead Pichu performs any attack or throw, you will gain full control over the other Pichu. Holding the Attack Button after you perform an Aerial Attack, or a Tilt and charging Smash Attacks will make the other Pichu perform the same attack right after the other one starts (including charging the Smash attack until released). Holding the Special Button after a Special Attack will result in the same thing however by pressing both the Attack Button and the Special Button will cause both Pichu Bros. to perform Special Attacks at the same time (depending on the direction being held determines the Special being used).

Lead Pichu: The Player Controlled Pichu
CPichU: Computer Controlled Pichu, the other Pichu, the Pichu that is not the Lead Pichu

The CPichU is always trying to Synchronize with the Lead Pichu and will use Thunder Jolt towards the closest enemy when in the air as he approaches the Lead Pichu. Otherwise he will not attack unless commanded to.

Pressing any Taunt Button while Synchronized on a ledge will switch the Lead role. If the Lead Pichu dies, the other one becomes the Lead Pichu.

Because Volt Switching is permanent until used again, both the Pichu Bros.' percentage will be shown at the bottom at the same time.

Distinguishing Pichu's are not necessary, but distinguishing the Lead Pichu is. Only the Lead Pichu will have a Player Sign/Name above him.

Because Chain Grabbing is not the focus of Pichu Bros., Chain Grabs they may have are limited and will fail if they go beyond a certain number of consecutive grabs.

Neutral Special: Thunder Jolt
Just like in Melee, a ball of electricity that becomes a jumping line of electricity when it hits the ground.
Because both Pichu Bros. can use it at the exact time and right after each other, it is a very versatile move that can be a very effective Edgeguarding and Spacing Tool. However to discourage camping, both Pichu Bros. will suffer a 2% gain each time they use it; 1% if they are using it Desynchronized.

Side Special: Helping Hand
This move has two functions depending on whether the Pichu Bros. are Synchronized, Desynchronized, or are performing Side Special at the same time.

When Synchronized, the Lead Pichu will throw the CPichU a long distance. The one thrown automatically becomes the Lead Pichu. Attacks done out of the toss increases the damage and the knockback of the attack. This can be used as a recovery method and a finisher.

When Desynchronized, Helping Hand immediately switches control to the other Pichu. This is helpful tool to protect each Pichu when they are under assault as Desynchronization will happen often. Most combos will start with Synchronization and end with Desynchronization, however you can keep the Switch Combos going for a little longer with this Special.

When both Pichu Bros. use Helping Hand at the same time while they are in Synchronization by way of pressing the Attack Button and the Special Button at the same time while holding the Directional Stick to the Side, the CPichU will throw the Lead Pichu. Same as when normally done in Synchronization, attacks done out of the toss increase the damage and the knockback of the attack.

When Desynchronized, the doubling effect will Synchronize both Pichu Bros. immediately if they are in close range, otherwise it does nothing.

Up Special: Agility
Because they rely on each other, their complete Up Special can only be done together. The recovery has 4 parts both in Synchronization and in close range in Desynchronization, unlike Pichu's 2 part recovery in Melee. However the new Agility has not been slowed down.

Alone, each Pichu can only perform one half of Melee Pichu's Agility, however together they have a complete Agility. Ground Canceling Agility works directly on the ground and Agility deals 0% in both parts.

When done in Synchronization, or in very close Desynchronization, the Lead Pichu will perform the first half of Melee Pichu's Agility and takes the same amount of time. In the case of a very close Desynchronization, the CPichU will perform the first part as if he was Synchronized (meaning that the CPichU will appear right next to the Lead Pichu). If the CPichU is attacking when the Lead Pichu uses Agility, the CPichU will not auto Synchronize with the Lead Pichu. The next three parts takes as much time as the second half of Melee Pichu's Agility would take. Next the CPichU will perform a complete Agility with its first half following the same path as the first part and the second half in a new direction. At this point the roles Switch. The former Lead Pichu will follow right behind the new Lead Pichu.

When done in close but not too close Desynchronization, the CPichU will perform half of Melee Pichu's Agility towards the Lead Pichu and the second half in the direction held. Then the Lead Pichu will Agility through his path and then move in the new direction held leaving the CPichU behind.

When Ground Canceled, the CPichU will not follow the Lead Pichu. When used at the same time, they will use Agility as if they were Desynchronized, however this allows them to Ground Cancel Agility together giving them impressive mobility.

Down Special: Thunder
Pichu Bros. Down Special is more like Pikachu's Thunder in Brawl. Opponents will bounce off it like a wall instead of being lifted up through it like it was in Melee. Opponents trapped in a well spaced Double Thunder will bounce in between each one and can be used a finisher (a move I like to call Jacob's Ladder both as a Stairway to Heaven and as a High Voltage Traveling Arc). The knockback from when the Thunder strikes a Pichu is not as powerful as Pikachu's and unlike Pikachu's Thunder, the Pichu Bros. Thunder still deals 3% percent to each when hit by their respective Thunders.
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Sableye Moveset

Originally posted by Neosquid
Sableye are pranksters, and they eat gems. They're Ghost/Dark type, which means that they're like naughty ghosts. Sableye often use their claws to attack, using moves such as Scratch, Fury Swipes, and Shadow Claw. They live in caves.

Sableye is a lightweight character whose speed is slightly above average.

Neutral B: Fury Swipes
Sableye swipes its claws around 5 times, very quickly. Each individual slash only does a bit of damage, but if they all hit they do a good amount. If used on the ground, anything close to Sableye will be hit, as the swipes are used in an arch motion. If used in the air, Sableye will swipe in front of himself, leaving anything above, below or behind him safe, but at the same time getting more horizontal range.

Side B: Will-o-wisp
Sableye summons a ghostly bluish flame, and sends it towards and opponent. It moves fairly quickly, and can cover a wide range in front of Sableye. When an opponent is hit, they are hurt a little by burn damage, but the main advantage is that they're trapped by the fire for a few seconds. In this time Sableye can run up and attack. This attack makes Sableye lag for about two seconds if it is canceled, though, and Sableye can't move while controlling the flame.

This is the range the fireball can cover:
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--xxxxxx
Xxxxxxxx

Down B: Power Gem
Sableye charges up while standing in place. The charge cannot be held by moving. If charged for less then two seconds, the attack does nothing. If charged for 2-4 seconds, Sableye shoots out an energy ball that resembles a diamond. When it hits something, it explodes, doing moderate knockback and good damage. If charged for at least 5 seconds, the diamond projectile is bigger, and does more damage and knockback. Not only that, but when it collides, the explosion sends out three smaller energy balls. These small diamonds have homing properties, and do a good amount of damage but no knockback.

Up B: Astonish
Sableye turns into a shadowy figure while jumping. The jump range is about as high as Charizard's Fly. If Sableye makes contact with an opponent during this jump, he reappears, grabs them, and yells into their face while smiling. This startles them, causing them to fall. Sableye, however, remains capable of attacking them. However, if Sableye does not hit anyone, he will enter a falling animation at the end of the move.

Final Smash: Shadow Crystal
For his Final Smash, Sableye jumps in the air, and encases himself in a giant shadow crystal that sprouts from the ground. In this form, he can fire thick lasers of dark energy anywhere on the stage, doing little knockback but lots of damage. The laser recharges after about two seconds. This final smash has no timer; rather, it ends when Sableye's opponents break open the crystal, which can take quite a beating.

Alternate B Attacks

Originally posted by Mr. MR
--------------------------------------------------------Side B: Power Gem
Sableye charges and launches a bunch of gem fragments in the direction pressed. This move can be charged but the charge cannot be carried. If this move is used with no charge, two gems will be launched in front of Sableye in random forward trajectories. When fully charged it sends a wave of gems each one moving in a random forward trajectory. This move deals small amount of damage and knockback for each projectile.

Down B: Will-o-Wisp
Sableye is engulfed in a dark flame. When used on the ground, the flames spread on the ground weakening the farther they travel away from Sableye. Any opponent hit by these flames will receive small fire damage and good knockback.
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Neutral A: Sableye slashes in from of him. Does little damage and a fair amount of knockback, meaning it's not great for chaining damage.

Side A: Sableye unleashes a longer slash in front of him. Has less vertical range then Neutral a, but more horizontal.

Up A: Sableye levitate himself in the air and quickly turns over to unleash two kicks into the air. Not much range or damage, but a fair amount of knockback.

Down A: Levitates himself inches above the ground and unleashes a kick in front of him.

Dash attack: Sableye uses Low Sweep to use a sliding kick attack. Good range, but little damage and knockback. Has a chance to trip.

Normal Smash: Sableye charges up, and when he's finished, he unleashes a powerful Shadow Claw in front of him. Average damage, but a lot of knockback.

Up Smash: Sableye charges up by focusing physic power into his head, then jumps up and heatbutts the air. This attack is Zen Headbutt. Average damage and lots of knockback.

Down Smash: Sableye charges up, and unleashes a shadowy explosion on the ground, hitting all those close to him. Little knockback but lots of damage.

Neutral Air: Sableye shoots out a small burst of ghostly flame that hits all sides of him. Little damage and knockback.

Forward Air: Sableye bites in front of him. Almost no knockback, but good damage.

Down air: Sableye does a flip in the air and slashs underneath him. Little damage and decent knockback.

Up Air: Sableye levitates himself into the air at high speed head first, has good range and knockback, but little damage. Due to this attack helping to gain vertical area, there's a two second lag time after it's used.

Hold: Sableye uses Telekinesis to hold an opponent in midair. Doesn't last as long as other holds.Pummel: Scratches the enemy.

Forward Throw: Sableye unleashes a shadowy blast from his eyes right into the opponent, point black, causing a decent amount of damage and a lot of knockback.

Up Throw: Sableye uses Psychic to throw the opponent into the air, causing little damage but a lot of knockback.

Back throw: Sableye quickly teleports to the other side of the opponent and slashes them away. Little damage but lots of knockback.

Down Throw: Sableye jumps over the opponent and unleashes a shadowy burst that knocks them into the ground. Good amount of knockback and high damage.

Ground attack: Sableye creates a small explosion of shadows, which he proceeds to use as cover to get up.

Stage entry: A crystal sprouts from the ground, and Sableye breaks out of it. Can be either blue, red, or green.

Victory Pose 1: Sableye laughs at the screen and tosses gems into his mouth, eating them.

Victory Pose 2: Sableye vanishes into the shadows, and reappears in front of one of the losers, startling them badly.

Taunt 1: Sableye grins at the screen while waving his fingers in the air.

Taunt 2: Sableye gets out a gem, and proceeds to lick it with a long tongue.

Taunt 3: Sableye shoots out a Will o wisp, while it proceeds to fly around his body, confusing him.
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Original Sableye Moveset

Originally posted by NeosquidNeutral B: Shadow Claw
Sableye charges up for a bit more than a second, and releases a claw of shadows that covers the following range. It can be tilted to be aimed upwards, straight, or downwards. Each one has a sweet spot where, if you hit the opponent with it, it will do a lot of knockback. The red is the attack range, and the big X is Sableye.

Up tilt (Top of J is the sweet spot):

XxJ

Down tilt (bottom of q is the sweet spot)

Xxq

No tilt (o is sweet spot):

Xxo

Side B: Will-o-wisp
Sableye summons a ghostly bluish flame, and sends it towards and opponent. It moves fairly quickly, and can cover a wide range in front of Sableye. When an opponent is hit, they are hurt a little by burn damage, but the main advantage is that they're trapped by the fire for a few seconds. In this time Sableye can run up and attack. This attack makes Sableye lag for about two seconds if it is canceled, though, and Sableye can't move while controlling the flame.

This is the range the fireball can cover
----xxx
--xxxxxx
Xxxxxxxx

Down B: Power Gem
Pressing Down B will cause Sableye to crouch on the ground and look at the screen. You can aim the way he looks, and when you line up Sableye's gaze with a target, you can press B again, causing Sableye to shoot a thin beam from its eyes. The beam is in the shape of a crystal. The beam passes through enemies, and does a bit of damage to each one it hits, with no knockback, though it does make them flinch. Sableye, after shooting a beam, needs a little less then a second to recharge before shooting another beam.

The range is very big. Pressing A will cause Sableye to go out of the move.

Up B: Shadow Sneak
Sableye turns into a shadow, and can be controlled in this form for about a second. The shadow defies gravity, and can move in any direction you please. Pressing Up B will cause a burst of acceleration in the direction you tilt as well. This attack does no damage.

Range (same horizontal range as vertical, count the x's):

xxxxxxx
xxxxxxx
xxxxxxx
xxxxxxx
xxxxxxx
xxxxxxx
xxxxxxx

Final Smash: Shadow Crystal
For his Final Smash, Sableye jumps in the air, and encases himself in a giant shadow crystal that sprouts from the ground. In this form, he can fire thick lasers of dark energy anywhere on the stage, doing little knockback but lots of damage. The laser recharges after about two seconds. This final smash has no timer; rather, it ends when Sableye's opponents break open the crystal, which can take quite a beating.
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N Moveset (Includes Zorua, Zoroark, and Klinklang)

Originally posted by Tragonight(Note: the original post has more pictures)N is a new [strike]antagonist[/strike] protagonist to the Pokemon series, and appears in Generation V. He has a unique ability that allows him to communicate with and understand Pokemon. With this ability, he befriends the legendary Pokemon Zekrom and Reshiram.

N cannot fight. He acts like the Pokemon Trainer in Brawl, and stands on the same platform. His arms are crossed and his head lowered, but he is still aware of what is happening. Unlike Pokemon Trainer, N remains silent throughout the entire brawl, even when switching out. He will be using three Pokemon to fight for him, with a special one for his Final Smash. The three Pokemon are as follows: Zorua , Zoroark , Klinklang.

Zorua Moveset

Zorua is a lightweight, fast character.

Neutral B:RoarZorua moves his head back and roars. This move can be charged at a maximum of 4 seconds, and the charge can be carried. When released, Zorua will sound his cry and anyone in front of him will be blown back. The longer the move is charged, the more knockback it does. No damage and fair-great knockback.

Side B: Fury Swipes
Zorua's claws glow silver, and he slashes in front of him twice. On the third slash, Zorua unleashes a barrage of lightning-fast swipes that can trap the opponent for quite a long time. The third swipe can be held forever, but eventually the opponent will be able to escape. If the Up direction is pressed during the third swipe, Zorua will perform a fourth, finishing swipe upwards. If the Down direction is pressed the Zorua will perform his fourth swipe downwards. The fourth swipe is the strongest swipe, but it is also the hardest to aim. The Up swipe can only be used on the ground and the Down swipe can only be used in the air. This move does not tire Zorua out. Great damage and good knockback.

Up B: Faint AttackZorua will disappear for a second, and then reappear somewhere else. A circle of darkness comes out wherever he reappears, and damages anyone near it. Zorua can choose to reappear in any direction he wants, and the attack has the same range every time it is used. Fair damage and good knockback.

Down B: WithdrawN returns Zorua to its Pokeball, and then sends out Zoroark. Not a word is spoken during this move, but you can hear Zoroark's cry after he is sent out. Takes as long as Pokemon Trainer's Down B does. No damage and no knockback.

Neutral A: Slashes twice with his tiny hands, then tackles the opponent.Side A: Turns around and kicks both of his legs at the opponent.Up A: Swipes at the air above his head.Down A: Kicks outwards using one leg. Does very little damage and can be used extremely fast.Dash Attack: Headbutts into the opponent.

Side Smash: Smacks his hand down in front of him.Up Smash: A small ball of dark energy explodes above his head.Down Smash: Zorua performs a split with his four legs. Two are in front and two are behind.

Neutral Aerial: Zorua extends a paw out in front of him and a leg out behind him.Forward Aerial: Slashes out in front of him.Back Aerial: Spins around and claws at the area behind him. This move will change the direction Zorua is facing.Up Aerial: Flips quickly and kicks upward.Down Aerial: Pushes his legs down, into the opponent's face. This move will spike. If successful Zorua will gain little vertical momentum.

Grab Attack: Taps the opponent with one hand.Forward Throw: Tackles the opponent. Fair damage and good knockback.Back Throw: Jumps over the opponent and kicks them backwards from the front. Great damage and good knockback.Up Throw: Pushes both of his hands upward onto the opponent. Good damage and good knockback.Down Throw: Zorua puts the opponent down and jumps on top of them. Good damage and fair knockback.

Ledge Attack: Zorua gets up and smacks his tail at the opponent.Stage Entry: N calmly throws a Pokeball onto the stage. Zorua emits his cry after he is sent out.

Up Taunt: Zorua chases his tail for a while.Down Taunt: Zorua gets on the ground and starts rolling back and forth.Side Taunt: Zorua shakes, resembling a dog. His fur is puffed up for a second before it returns back to normal.Victory Pose 1: Zorua does a flip in front of the screen, and then holds his chin up high. N chuckles as he watches.Victory Pose 2: N throws a bone into the air, and Zorua jumps up and catches it with his mouth. N smiles and pets Zorua.
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Zoroark Moveset

Zoroark is a moderately fast, moderately heavy character.

Neutral B: IllusionZoroark swipes his hand in front of him, and grabs any opponent that is there. This move has very little range. After the opponent is grabbed, Zoroark will stare into their eyes for a second, and then glows black. An invisible force pushes the opponent far away from Zoroark, and he transforms into a silhouette of the enemy. Zoroark can then use every special move, smash attack, and tilt of the enemy. The Illusion breaks once Zoroark leaves the ground, or once he is hit by an attack. The Illusion will also break if Zoroark attempts to taunt, or if he grabs onto a ledge. No damage and good knockback.

Side B: Dark PulseZoroark smacks his hand against the ground, and a pulse of darkness emits from it. Zoroark cannot move while the button is held, but the pulse can. It travels in a straight line, on the ground. The end of its range is the end of the platform it is used on. The pulse moves slowly, and can be reflected only by an reflector that works on the ground. (Example: Wolf's Down B can reflect it but Mario's Side B can't) Zoroark loses control of it once it is reflected, and the pulse immediately travels until the end of its range. When in control, Zoroark can stop the dark pulse by releasing the button. It damages anyone on the ground that is hit by it. Good damage and little knockback.

Up B: Night SlashDark energy surrounds Zoroark. Then, it propels him in any direction of choice. Anyone touched by Zoroark while he is using this move is hurt.

Down B: WithdrawN returns Zoroark to its Pokeball, and then sends out Klinklang. Not a word is spoken during this move, but you can hear Klinklang's cry after he is sent out. Takes as long as Pokemon Trainer's Down B does. No damage and no knockback.

Neutral A: Zoroark slashes twice.Side A: Slashes outwards with his right hand.Up A: Slashes upwards. Has a sweet spot at the end of its range.Down A: Claws once at the opponent's feet. Will spike down an airborne opponent if they are hit.Dash Attack: Throws his hands in front of himself and rolls across.

Side Smash: Claps both hands together in front of him.Up Smash: Waves both of his hands above his head.Down Smash: Claws his hands against the ground while he spins.

Neutral Aerial: Spins around in the air.Forward Aerial: Performs a forward downward slash.Back Aerial: Zoroark shoves his back into the opponent.Up Aerial: Thrusts his head upwards.Down Aerial: Kicks down with one foot. Very strong spike but little range.

Grab Attack: Smacks the opponent.Forward Throw: Knees the opponent in the abdomen. Good damage and good knockback.Back Throw: Grabs the opponent, turns around, and throws them outwards. Fair damage and good knockback.Up Throw: Punches the opponent upwards. Good damage and fair knockback.Down Throw: Slams the opponent on the ground while he is grabbing them. Great damage and fair knockback.

Ledge Attack: Zoroark claws at the opponent's legs as he gets up.Stage Entry: N calmly throws a Pokeball onto the stage. Zoroark emits his cry after he is sent out.

Up Taunt: Zoroark lets out a loud, droning roar.Down Taunt: Zoroark polishes his claws for a moment.Side Taunt: Zoroark curls up on the ground and appears as if he was napping.Victory Pose 1: Zoroark rears back his fist and approaches the screen. N suddenly appears from behind and drags him back. He laughs and pets Zoroark.Victory Pose 2: There are two N's on the screen. One glows black and changes into Zoroark, and the other N is surprised.
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Klinklang Moveset

Klinklang is a heavy, slow character. It hovers above the ground and moves using magnetism.

Neutral B: DischargeKlinklang releases electricity from inside, and shocks anyone near him. He damages himself 5% every time he uses this move, but does 10% to the enemy. If hit, an opponent will be paralyzed at that spot for 2 seconds. Klinklang can then use this time wisely and choose a close-range attack to use. Fair damage and no knockback.

Side B: Flash CannonKlinklang draws gray energy into himself, and then releases a small sphere of it out. The sphere travels straightforward. It can be controlled when to explode by releasing the button. It also explodes on impact of anything, and has the maximum range of Link's Side B. Can be used in the air, but only once. He is not tired out, but must touch the ground in order to use the move again. Good damage and good knockback.

Up B: LevitateKlinklang uses a force of gravity to propel himself into the air. He moves very fast while using this move, and is not tired out until it's at the end of its range. He can move both horizontally and vertically by using this, but must move a little vertical before attempting to move horizontally. No damage and no knockback.

Down B: WithdrawN returns Klinklang to its Pokeball, and then sends out Zorua. Not a word is spoken during this move, but you can hear Zorua's cry after he is sent out. Takes as long as Pokemon Trainer's Down B does. No damage and no knockback.

Neutral A: The bigger gear spins once.Side A: Flicks his body out towards the opponent.Up A: The smaller gear spins.Down A: Throws the smaller gear down, and then it quickly comes back around.Dash Attack: Chucks the smaller gear while running, then runs to reconnect to it.

Side Smash: Holds the smaller gear out while it spins.Up Smash: The tops of Klinklang's gears spin rapidly.Down Smash: The bottom of Klinklang's body will spin completely around, damaging anyone near him.

Neutral Aerial: All of Klinklang's gears spin for a short amount of time.Forward Aerial: Tilts his body diagonally forwards.Back Aerial: The smaller front gear will spin completely around Klinklang's body.Up Aerial: The smaller gear flies up a bit and then comes back down.Down Aerial: A blast of white energy is shot from under Klinklang.
[strike]->[/strike]Awesome arrow is awesomeGrab: Klinklang will send his smaller front gear out to grab opponents. If successful, the gear will push the opponent towards Klinklang, while staying behind it. If not successful, the gear will fall to the ground before returning to Klinklang. He is vulnerable while the gear is on the ground. This move can also be used as a tether, and is capable of latching onto ledges. If used in the air the smaller gear will not fall, and instead return to Klinklang quickly.

Grab Attack: The smaller gear spins once.Forward Throw: The smaller gear moves up and out of the way, while the rest of Klinklang's body tackles the opponent. Great damage and fair knockback.Back Throw: Klinklang's body moves behind and the smaller gear pushes the opponent backwards. Fair damage and great knockback.Up Throw: The smaller gear will go under the opponent and push them upward. Fair damage and good knockback.Down Throw: The smaller gear will get on top of the opponent and come crashing down. Good damage and fair knockback.

Ledge Attack: The smaller gear flips the entirety of Klinklang's body onto the stage. It then follows up by reconnecting.Stage Entry:N calmly throws a Pokeball onto the stage. Klinklang emits his cry after he is sent out.

Up Taunt: Klinklang's gears spin slowly and obnoxiously.Down Taunt: Klinklang uses magnetism to flip himself over.Side Taunt: Klinklang releases a lot of gasoline from under him. The gasoline can be seen clearly.Victory Pose 1: Klinklang's gears spin fast.....faster....even faster....super fast....when suddenly N faints and Klinklang turns around to look.Victory Pose 2: Klinklang is seen flying around the screen, when suddenly he hits N in the face and knocks him down. Klinklang stares down at N.
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Final Smash: Summoning of the Stones
N withdraws his current Pokemon, and then takes out the Dark and Light Stones. If he holds the Up button at this time, the Dark Stone will transform into Zekrom (right picture). If he holds the Down button at this time, the Light Stone will transform into Reshiram (left picture). If no direction is pressed then one is randomly chosen. Zekrom and Reshiram are both the size of one Bowser (to keep things easy and simple) and can only use Neutral B. Zekrom's Neutral B is Fusion Bolt, in which he engulfs himself with a ball of electricity, jumps up, and homes in to the closest opponent. Reshiram's Neutral B is Fusion Flare, in which a ball of fire appears on top of Reshiram's head. Small sparks of fire shoot out of it, and this can be aimed but Reshiram cannot move while the button is held. When the Neutral B is done attacking, the Pokemon can then move again and figure out where they should strike next. Both Zekrom and Reshiram cannot jump, but Zekrom's Neutral B may have him stop in the air. Lasts shorter than most Final Smashes. When it is finished, Zekrom/Reshiram turns back into its Stone and the Pokemon N originally had out is sent back in. Zekrom-Good damage and great knockback. Reshiram-Great damage and good knockback.
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Originally posted by The StormNeutral B: K Rool Kannon
KKR (King K Rool) takes out a small hand cannon and shoots small cannonballs forward. The cannonball plops out of the cannon and rolls across the stage (kinda like Pikachu Thundershock yea?) deals 5% damage to whatever target it hits. No charge needed, two second interval between shots if attempted to fire repeatedly. No knockback, 1/2 second stun.

Side B: K Rool Vakuum
KKR takes out his signature K Rool vak, and sucks up everything in front of him. Whatever is sucked up, KKR can then fire, dealing 13% damage to the projectile and sending it the length of Zamus' Gun Attack (Reg B) (example: if he shoots a bomb, the bomb explodes as soon as it is shot, damaging K Rool as well) If K Rool sucks up a player, he gains 1% damage every second the player is inside the Vak. Escapable, rapidly buttonmash.

Down B: K Rool KlapTrap
KKR places an invisible claw trap on the groun, this dissappears as soon as it is laid. Takes 1.3 (CK rofl) seconds to set up trap fully and make it ready to work. Deals 10% damage and stuns the opponent for 3 seconds. Only 2 KlapTraps can be on the field at a time (like Diddy's banana rule)

Up B: K Rool Kopter
KKR takes a small propeller above his head, spins it, then takes off diagonally vertical. Able to steer. Chargeable, 2.5 seconds to fully charge. If Kopter blade hits anything, traps them in the circular movement, dealing 3% damage every hit. Hits from start to finish # 5. Cannot be used consecutively (while falling after already being used) distance equal to Diddy's rocket packs, charged and uncharged.

Final Smash: K Rool Krusher
KKR's giant alligator robot island from DK 64 comes on screen as a robot, able to drag itself across screen on wheels and fire rockets out of mouth and fingers, via B button. K Rool Krusher also has jets used to jump with, also deals 7% damage when running into you. Rockets deal 25% each from fingers, x 2, and 35% when fired from the mouth. Same amount of time allowed for Fox's Landmaster. Kind of a super landmaster.
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Fire EmbelmLyndis Moveset

Originally posted by Mr. MR(Note: the original post has more pictures)
Lyndis, also more commonly known as Lyn, is one of the three main characters of Fire Emblem: Rekka no Ken, the first Fire Emblem game to go international. From her humble origins in the plains, Lyn has been noted as a deep, caring, and kind-hearted soul. She rarely thinks ill of others and, despite the circumstances, always believes on the best of things. Lyn did make an appearance in Super Smash Bros. Brawl but as an Assist Trophy but she was not an actual character. She wields both the Mani Katti and the Sol Katti, twin legendary katanas. Lyn wields her Sol Katti with her right hand and the Mani Katti with her left.

Lyn is a lightweight character who is about the same size as Marth. She cannot wall cling nor can she crawl. She is faster than Marth, in both movement and attacks, but she weaker than Marth, in both attack strength and defense.

Neutral B: Bow
Lyn pulls out her bow and fires an arrow. Charging this move will result in her spinning the arrow in the air above her. When the charge is released or when the attack reaches full charge she will fire the arrow. This attack can be angled. The longer the charge the more damage and knockback it does and the farther the arrow will travel.

Side B: Mani Strike
This is a chargeable move. When charging Lyn pulls her Mani Katti behind her creating three images of herself. When holding the charge, Lyn will continue to pull her sword up from behind her until it is by her face and pointed forwards. She will not move her Sol Katti but keep it pointing up and in front of her. When the charge is released, Lyn disappears in a flash traveling in a straight line. If she hits an enemy she will strike the opponent from behind. After the strike her momentum will push her away from the opponent but towards her starting position and she will still be facing in the same direction of when she started the move. If performed on the ground she will slide back, with the distance determined by how long she was charging. In the air this attack can be used as a recovering technique, however this attack will exhaust her. If she strikes an opponent in the air, the momentum direction will still be the same (so be careful). Damage and knockback is determined by how long Lyn was charging. This attack fully charged will travel about half the distance of FD.

Up B: Sol Slash
Lyn points her Sol Katti down and behind her then slashes it upwards. If an opponent is hit by the first strike he will be sent directly upwards. She then disappears and quickly reappears right above where she performed the move. If you hit a smash command before she reappears she will perform an aerial attack right as she appears. After the final attack she will be exhausted.

Down B: Counter
Lyn quickly bends down low in a slanted fighting position. Her Mani Katti is wielded backwards with the blade parallel with her arm which is slanted downwards. Lyn's Sol Katti is up by her face pointed forwards. She will flash green for a second. If she is dealt damage when she is flashing green, Lyn will strike with both swords in the direction of the attack.

Final Smash: Critical Strike
Somewhat like the Sol Katti Critical Strike except she strikes with both swords. Lyn points her Sol Katti down at the ground. Lyn's Mani Katti will be wielded backwards. When she points the Sol Katti downwards her image is split into five. She then disappears and rushes forward in a blaze of light. If any opponent is hit by the attack she will slice them six times with both swords. While this is happening the camera starts to move to view her and the one she hit from above. On the sixth his she disappears and images of herself can be seen all around the opponent flashing in and out. On the final hit the opponent will be launched with extreme damage and knockback and Lyn will freeze her position facing away from the opponent and with her swords drawn like she completed a slash.

Grabbing: Lyn grabs with her left arm while holding her Sol Katti right beside her.

Pummel: Lyn pummels the opponent with the pommel of her Sol Katti.

Forward Throw: Lyn lets go of the opponent, takes a step back with her left foot, and strikes with her Sol Katti at a downward and diagonal angle.

Back Throw: Lyn throws them back then spin kicks them.

Up Throw: Lyn slashes diagonally with her Mani Katti, then she bends down, jumps up and slashes from down to top with her Sol Katti.

Down Throw: Lyn throws the opponent on the ground and then steps on them.

Jab: Lyn slashes her Mani Katti horizontally. Pressing the Jab button again will make her slash with her Sol Katti from a downward and diagonal angle. The first hit has no knockback and small damage and the second slash has good knockback and damage.

Neutral Air: Lyn spins around with both swords held out in a 90 degree angle with her arm.

Side A: Lyn slashes with her Mani Katti from a downward diagonal angle. She then turns bringing her Sol Katti up high in the air. She then strikes with the Sol Katti from the same angle she struck with the Mani Katti. This sequence of attacks happens very quickly. The first strike is a stun strike dealing little damage and no knockback. The second strike deals good damage and knockback.

Side Tilt: Lyn leans forward and slashes horizontally with her Sol Katti. Pressing the A Button again will make her slice from a downward diagonal angle with her Mani Katti. Pressing it one more time will make her lean forward and stab with her Sol Katti.

Forward Air: Lyn swings her Sol Katti vertically in front of her.

Back Air: Lyn turns her body counterclockwise and kicks with her left foot.

Up A: Lyn uses both hands to sweep her Sol Katti above her.

Up Tilt: Lyn swings both swords in an arc above her.

Up Air: Lyn sweeps her Sol Katti above her starting from behind her and ending in front of her. She follows this movement with a front flip.

Down A: Lyn swings her Sol Katti back, then she swings both swords forward at a downward angle.

Down Tilt/Crouch Attack: Lyn sweeps her Mani Katti under the opponent.

Down Air: Lyn sweeps both swords under her in opposite directions. This move spikes.

Dash Attack: Lyn side slashes with her Mani Katti, then stabs with her Sol Katti.

Ground Attack: Lyn jumps up from the ground and then proceeds swings her swords on both sides of her in two very quick motions.

Ledge Attack #1: Lyn pushes the ledge, giving herself a boot. She then slashes with both swords at the same time.

Ledge Attack #2: Lyn slashes her Sol Katti, then quickly pulls herself up from the ledge.

Victory Pose #1: Lyn bends down in a low fighting position. Both swords are sheathed. Both of her hands are on the handle of her Sol Katti. She then, in a flash, draws her katana and performs a lightning fast slash staring directly at the screen.

Victory Pose #2: Lyn spins both swords around then ends in a fighting stance.

Up Taunt: Lyn stands straight and with her Mani Katti held backwards, Lyn points her Sol Katti forwards. She then says, "Taste my blade!"

Side Taunt: Lyn brings her Mani Katti up in front of her face pointed up. She then quickly slashes it downwards. Then Lyn says, "I'll handle this."

Originally posted by Mr. MR(Note: the original post has one more picture)
Fire Emblem has a lot of great main characters. One of my favorites is Ephraim. For one he wields a spear (most main characters wield a sword). Secondly he is from my second favorite Fire Emblem game (Fire Emblem: The Sacred Stones). Thirdly he is a twin and also a Lord. Like most Lords he is a prince, more specifically the crown prince Renais.

Ephraim is a medium weight warrior who does not slide nor wall cling. He does however range slightly bigger than Ike’s sword.

Neutral B: Shield Stab
Ephraim charges up then moves his spear downward (touching the ground if on the ground and creating a spark) then stabs the space in front of him. Very much like Marth’s Neutral B, Ephraim’s Shield Stab has a the ability to wear down a shield much faster than normal attacks, can be charged, and also gives horizontal momentum in air. The difference between the two is Marth’s Neutral B has shorter range but much quicker charge rate and performance. Marth’s Shield Breaker takes about 4 seconds to charge fully. Ephraim’s takes about 5 seconds. A fully charged Shield Stab does great damage and amazing knockback.

Side B: Sun and Moon Strike
Ephraim slashes his spear diagonally from up to down at an angle. Then he spins and strikes again from top to bottom from the same angle and direction. The first slash is trailed by fire. While the second slash is trailed by a blue and white light. Pressing Side B once will perform the whole move. First hit has good damage and little knock back. This move exhausts Ephraim. The second hit has good damage and great knockback.

Up B: Star Point
Ephraim spins around once with his spear pointed down and sending Ephraim upwards. The spear rises while he is spinning until it points straight up lifting him up just a little more. His spear is trailed by a blue and white light. This recovery can only be performed in the up direction but it posses great ledge grab range. This attack has good damage and knockback.

Down B: Counter
Ephraim leans back with one foot in front and one foot bend back. While this happens he points his spear at a downward an angle. All of this happens very quickly. If dealt damage here, he will counter strike by swinging his spear.

Final Smash: Gemini Strike
The opponent has to be in front of Ephraim to work. A cut scene will appear with the opponent zoomed in on. Ephraim will swing his spear horizontally hitting the opponent. Before he can be launched Erika (Ephraim’s twin sister) will slash the opponent with her sword diagonally. This will happen again and again, each in different directions of their weapons very quickly. On the final blow, Ephraim lunges and stabs the opponent. The cut scene will end and the opponent will be sent forwards with extreme knockback (all the damage will be done by each slash in the cut scene).

Pummel: Ephraim knees the opponent.

Forward Throw: Ephraim whacks the opponent with bottom of his lance.

Back Throw: Ephraim jams the bottom end of his spear into the opponent. Then he lifts him up, carrying the opponent over his head and ramming him into the ground sending the opponent back.

Up Throw: Ephraim throws the opponent up then slashes him with his spear sending the opponent up.

Down Throw: Ephraim throws the opponent down to the ground then stabs him with his spear sending the opponent flying forward.

Jab: Ephraim brings the bottom of his spear up and whacks the space in front of him. Then he slashes the air from top to bottom diagonally and then he preforms a spin kick.

Neutral Air: Ephraim spins his spear around hitting any opponent near (similar to Pit’s Neutral Air).

Side A: Ephraim slashes the space in front of him (Down to up at a 180º angle).

Side Tilt: Ephraim slashes his spear horizontally.

Forward Air: Ephraim pulls his spear from down to up (at an angle) slashing the space in front of him.

Back Air: Ephraim turns while holding his spear in such a way as to hit any opponent behind him.

Up A: Ephraim juts his spear up.

Up Tilt: Ephraim will quickly slash his spear up.

Up Air: Ephraim slashes the air above him and follows into a flip.

Down A: Ephraim will sweep his spear low in front of him. Then he will turn around a swing his spear.

Down Tilt/Crouch Attack: Ephraim kneels down and sweeps his spear under the opponent’s legs tripping them.

Down Air: Ephraim will jab his spear downward (Spike).

Dash Attack: Ephraim stabs his spear forward tilted up, then down (straight forward), then down again, and then back up (similar to Marth’s Side B to Down B combo).

Ledge Attack: Ephraim throws himself up and quickly slashes the space before the ledge.

Dodge: Ephraim just steps back.

Stage Entry: Ephraim’s entrance is exactly like Marth’s and Ike’s. He appears floating and slowly spinning above a glowing seal.

Victory Pose #1: Ephraim spins his spear like his critical hit animation in Fire Emblem: The Sacred Stones. Then he stops after doing it on both sides and rams his spear into the ground.

Victory Pose #2: Ephraim will turn his back to the screen and says, “I don’t pick fights I cannot win.”

Up Taunt: Ephraim points his lance up in the air. The tip glints in the light.

Side Taunt: Ephraim spins his lance around in his hand, moving his hand back and forth (much like his critical hit).

Down Taunt: Ephraim rams his spear into the ground and says, “I don’t pick fights I cannot win.”
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Lute Moveset

Originally posted by Mr. MR
Inspiration of this move set came from both Lute and Linde. Lute and Linde are both from Fire Emblem. Linde’s first appearance was in Fire Emblem: Ankonku Ryu to Hikari no Tsurugi (later remade into Fire Emblem: Shadow Dragon), while Lute is from Fire Emblem: The Sacred Stones. Even though it was built specifically for Lute and Linde, this moveset can be considered for all female spellcasters. But for all intents and purposes, I will be using the name Lute for this whole moveset.

Lute is a lightweight character, who does not slide. She cannot wall cling nor crawl.

Neutral B: Aura
Based off Linde’s Tome, a circle of white light closes on Lute then the circle reappears as a small orb of light expanding into a circle. As it expands a powerful blast of light is materializes from below the circle in a cone like shape (similar to Lucas’ Up A). While the circle closes on Lute, you can choose the direction it will appear with the move sick. Good damage and knock back.

Side B: Fire Magic
Fire Magic has four charge phases. The charge cannot be carried.
No Charge: Fire
A red orb of fire appears in front of Lute. She extends her hand and shoots a small fireball (similar to Lucas’ Side B). Small damage and knockback.
“Half” Charge: Elfire
The red orb in Lute’s hand grows larger (if used then it will be a more powerful Fire). Then another red orb appears above her head. When released she sweeps her hand from above her directing the orb forward. The top orb of fire creates a line of fire directed towards the ground while the orb of fire in front of her spins around the line of fire. Takes a second and a half to charge to this point. Good damage and knockback.
“Full” Charge: Bolganone
It takes four seconds to charge to this point and five for a fully charged Bolganone. The orb in front of her becomes much larger. When released from here, Lute extends her hand, which sends the fire orb in horizontal in a beam of fire. The orb above her spins around this beam of fire. When charging the orb, there is a point when the orb will not get bigger. When this point it reached Lute will flash red and look down at her tome flipping pages. Great damage and good knockback.
Overcharged: Forblaze, the Scorching Reason
If you charged for ten seconds, then a seal (like Marth and Ike’s Stage Entry animation) will materialize in front of Lute. Lute will put away her tome and extends both hands. At the same time the orbs will disappear. If released then, the circle will disappear sending a huge wave of fire in front of her. Extreme damage and good knockback.

Up B: Wind Magic
Wind Magic has four charge phases. The charge cannot be carried. This attack exhausts Lute.
No Charge: Elwind
A dot of light appears below Lute stopping her falling momentum a lot. Sends a burst of wind below Lute, sending her up and at an angle. This recovery does 2% damage and no knock back however it does push the enemy a fair distance.
“Half” Charge: Blizzard
Holding it for a second creates a ring of blue light around Lute's legs. When released she gets a bigger boost both horizontally and vertically. This attack will freeze the opponent and deal small amount of damage and no knockback.
“Full” Charge: Tornado
Holding it for two and a half seconds creates a ring of Lute encircles Lute. When released it will create a tornado and send Lute flying up. This attack pushes people in no charge arrow range and deals good damage and great knockback. When the charge reaches “max” Lute will start turning pages in her book and while flashing blue.
Overcharge: Aircalibur
Charged for seven seconds, the same seal from Forblaze appears below Lute stopping he momentum completely. When used, it will created a several glowing bits of razor sharp wind (in the shape of a boomerang) spinning around her lifting her up a huge distance. Great damage and extreme knockback.

Down B: Thunder Magic
Thunder Magic has four charge phases. The charge cannot be carried.
No Charge: Thunder
As Lute raises one hand, a thin broken yellow electric line appears above her. The line does not go very far up. A bolt of lightning will come down and strike Lute damaging and knocking anyone near. The bolt also does damage. Small damage and knockback.

“Half” Charge: Elthunder
Charged for two seconds, the line becomes more solid but does not reach the top. When released, large thunderbolt falls from the sky striking Lute and damaging and knocking anyone near. The thunderbolt also does damage. Good damage and knockback.

“Full” Charge: Thoron
It takes four and a half seconds to charge from the start. The line becomes thicker and reaches the top but it still is transparent. Releasing the charge here will send a thick beam of lighting down striking Lute and damaging and knocking anyone near. The lighting also does damage. Great damage and knockback. When the charge reaches “max” Lute will start turning pages in her book and while flashing yellow.

Overcharged: Thor’s Hammer
After charging for eleven seconds, Lute will put her book away, raise both of her arms, and a seal (exactly like the circle from Forblaze) will appear above her head. Releasing it from here, creates a giant ball of electricity, which will fall straight down and explodes when it hits the ground for amazing (a tad weaker than extreme) damage and knockback.

Final Smash: Sleep Staff
Lute will raise her hand holding a Sleep Staff. It takes about 2 seconds before it is activated. All opponents will fall asleep whether they are in the air, or in water, or on a ledge. The sleep gives you fifteen seconds to make a move before they wake up. This gives you enough time to use one of your overcharge moves.
Pummel: Lute sends a shockwave through the opponent.

Forward Throw: Lute sends the opponent flying forward with a gust of wind.

Back Throw: Lute throws the opponent telekinetically behind her.

Up Throw: Lute throws the opponent up telekinetically, then throws a small fire ball upwards.

Down Throw: Lute throws the enemy on the ground, then sends a small lightning bolt at them from her hands.

Jab: Lute hits the opponent with a fiery palm.

Neutral Air: Lute waves her hand and is instantly surrounded by circles of electricity.
Side A: Lute steps forward and sends electricity down her arm and into the air in front of her.

Side Tilt: Lute steps forward and swings her tome.
Forward Air: Lute takes her tome with two hands and whacks the air in front of her.

Back Air: Lute turns quickly sends an ice shard behind her.

Up A: Lute raises one hand and creates a mini explosion.

Up Tilt: Lute raises one hand sends electricity down her arm and into the air above her.

Up Air: Lute flips in the air trailing fire with her foot.

Down A: Lute sends an electrical shock down her legs and around her.

Down Tilt/Crouch Attack: Lute kneels down and sends a gust of wind pushing the opponent back.
Down Air: Lute fires a mini explosion below her (Spike).
Dash Attack: Lute trips and sends a cold wind freezing the opponent.
Ground Attack: Lute spins her legs around creating fire and leaving a small fire trail.
Ledge Attack: Lute pulls herself up and sends a blast of wind pushing the opponent back.
Stage Entry: A beam of light comes straight down and materializes into Lute holding a Rewarp staff.
Victory Pose #1: Lute sits on the ground reading her tome with her back towards the screen.

Victory Pose #2: Lute holds her tome with both arms and looks up.

Up Taunt: Lute studies a passing bird with amazement.
Side Taunt: Lute puts her book away and extends her arms out sending small sparks down her arm and out her hands.
Down Taunt: Lute opens her book. Wind then flips the pages and moves her cloths. Her expression is wonder.
--------------------------------------------------------

Lyon Moveset

Originally posted by Mr. MR(Note: the original post has more pictures)
The villain from Fire Emblem: The Sacred Stones and the only necromancer in all the Fire Emblem series. Before he became the antagonist he was great friends with Ephraim and Erika. He experimented with the Grado's sacred stone, Fire Emblem. He was able to acces the Fire Emblem because he was the Prince of Grado. Through the experiments, the Fire Emblem cracked in two. One half was the sacred stone part and the other was the dark stone. When Lyon tried to use the power of the Dark Stone the Demon King, Fomortiis possessed him. This moveset is based off of Fomortiis in Lyon's body.

Lyon is a medium weight spellcaster who can’t wall cling nor crawl. But he can float like Peach. He is also a slow walker but a fast “runner”.

Neutral B: Nosferatu
Lyon pauses for a split second (press a direction) waves his hands in the direction pressed (if no direction was pressed then it will be right on top of Lyon) and a small seal will start to be drawn in a purple light a foot from Lyon in the direction that was selected. When it hits, the opponent takes some damage and is not knocked back but a stream of purple light will come off him and heal Lyon for 5%.

Side B: Elder Magic or Dark Magic
Elder Magic has four charge phases. The charge cannot be carried.

No Charge: Worm
A small black magical orb radiating purple light explodes two feet from Lyon. The explosion has good damage and knockback.

“Half” Charge: Il
Based of a Dark Tome in the new Fire Emblem: Awakening, Lyon performs two attacks like a brave weapon. Must be charged for 1.8 seconds to be used. The first blast hits the opponent with good damage and knocks him to the center. The second blast happens right where the first blast was and does good damage and good knockback. Both attacks happen at a little more than two feet from Lyon. Can be angled (each one separately) and the explosion range is about the same as a Din’s Fire.

“Full” Charge: Fenrir
Charged for three seconds, a dark purple fireball will appear next to Lyon. If charged for longer more dark purple fireballs will appear in front of Lyon in a sideways “V” shape. Can be charged up to six seconds, in which five fireballs appear in front of Lyon. When released all five will travel in the “V” formation in front of Lyon. Each fireball does more damage and knockback than one of the Il blasts. If you keep charging he will flash purple.

Overcharged: Apocalypse, the Revealing Darkness
If charged for ten seconds, a huge seal will materialize ten feet in front of Lyon. A circle of runes will appear five feet from the center of the seal reaching above, below, and out. The circle of runes will close dragging the opponent to the center (they cannot escape by dodging). Then a black circle radiating purple light will expand very fast from the center dealing extreme damage and great knockback.

Up B: Rewarp
Lyon dematerializes into white light and is shot up really fast. Then if you pressed forward or backwards he will come down as a white light five feet in front or behind of Lyon. If you hit the stage on the way up you will be exhausted. You can grab the ledge on the going up and the going down. Rewarp has great ledge grab range but cannot deal damage nor knockback.

Down B: Flux
Preformed on the ground, Lyon will quickly melt into darkness. Depending on which direction you pressed Lyon will reappear in a small pillar of darkness in the direction pressed. Upon reentry, Lyon will deal damage to whoever is near or on the pillar. The maximum range it can be done is over half of Final Destination. This move cannot go past the ledge. Deals small damage and no knockback (but it launches them upward if the opponent is standing directly on it).

Preformed in the air, Lyon will put his hands downward and fires a magical dark beam radiating purple light. Anyone caught in it will be stunned for a moment keeping them in the beam. Small damage and no knockback.

Final Smash: Power of Fomortiis
Lyon raises hands and Phantoms start appearing everywhere. Phantoms only can take one hit. If they do get hit they disappear. The Phantom has a couple of moves. Jump Attack and Tomahawk. When they perform Jump Attack, they jump and swing their axe. If an opponent is really high in the air, they can jump to that height. With their Tomahawk attack, they throw a tomahawk that goes ¼ the distance of Final Destination. Some Phantoms can spawn with a Devil Axe. If they land a hit with the axe, they will deal great damage and good knockback but kill themselves. The Devil Axe Phantoms are very rare. After eleven seconds of continuous barrage, they will stop appearing. This gives you enough time to charge an Apocalypse.
Hold: Lyon holds them telekinetically.

Pummel: Lyon shocks the opponent with a magical dark bolt.

Forward Throw: Lyon moves both his arms extended behind him. Dark orbs radiating purple light appear in his hands. Then he throws both of them at the opponent sending him forward.

Back Throw: Lyon jumps and floats throwing the opponent telekinetically under him.

Up Throw: Lyon raises his arms up with his hands pointed downward lifting the opponent. He flicks his hands up and sends the opponent up with speed.

Down Throw: Lyon raises his arms above his head with his hands pointed downward. Lifting the opponent. He quickly brings his arms down ramming the opponent into the ground.

Jab: Lyon extends his arm out with his palm facing forward and with purple radiation coming off his hand. Then he strikes with his other hand from below.

Neutral Air: Mystic runes made of white light in two circles around Lyon. Each circle spins and is angled differently so it looks like a helium atom.

Side A: Lyon fires a mini explosion of dark magic in front of him.

Side Tilt: Lyon slices his hand in front of him, which is covered in dark flames.

Forward Air: Lyon fires a small dark fireball projectile. The projectile only goes six feet.

Back Air: Lyon turns and slashes the air behind him with dark magic.

Up A: Lyon raises both hands from his side in an ark trailed by dark electricity and places his hands above creating an explosion. The electrical attack knocks the opponent into where the explosion is going to be.

Up Tilt: Lyon raises his arm up with his hand in a claw (fingers bent inwards). Above him is a spinning circle of fire.

Up Air: A circle of darkness appears above Lyon, sucking the opponent in. If the opponent gets sucked in, the dark circle disappears below and appears above sending the opponent down with speed (could spike).

Down A: A ring of dark fire will spin around Lyon starting from the bottom and ends at the top.

Down Tilt/Crouch Attack: Lyon summons a small dark wind that pushes the opponent back.

Down Air: A circle of darkness appears below Lyon sucking the opponent in. If he gets sucked in, the dark circle disappears below and appears above sending the opponent up with speed.

Dash Attack: Lyon is surrounded by dark flames and rushes forward, still hovering.

Ground Attack: Lyon floats up while his body gives off dark lighting in all directions (the lighting seeks the ground).

Ledge Attack: Lyon hovers up and on to the stage extending his arms which are radiating dark magic.

Running Animation: Lyon hovers above the ground moving very fast.

Stage Entry: Comes out of pool of darkness reverse Flux style.

Victory Pose #1: Lyon floats in the air extending both his hands from his side and dark lightning comes out of his hands. A seal appears below him and purple lightning comes out.

Victory Pose #2: Lyon and a phantom are both in the begging of the animation. Lyon telekinetically lifts the phantom and crushes him and throws him off the screen.

Up Taunt: Dark fire surrounds Lyon then dissipates.

Side Taunt: Wind blows his robes while he looks menacingly at the screen.

Originally posted by Tragonight
Magnus is a human that only appears once, in Kid Icarus Uprising. He is the only man capable of fending off Underworld monsters all by himself, and is deemed to be the "strongest of mankind." He assists Pit in his mission to stop [STRIKE]Medusa[/STRIKE] Hades.

Magnus is a heavy, moderately slow character.

NeutralB: Tornado Strike
Magnus backs up and slams his sword against the ground, causing an enormous tornado.This move can be charged at a maximum of 4 seconds, and cannot be used in midair. An uncharged version of this move takes as long as Ganondorf's Warlock Punch (Neutral B) to use, and has the same range as Ike's fully charged Explosion (Neutral B.) A fully charged version of this attack has double the range of an uncharged one, but does fair diagonal knockback to Magnus. He is not tired out after its use. Great damage and extreme knockback.

Side B: Sword Throw
Magnus throws his sword in front of him, then rushes to catch it. This move has the same range as Fox/Falco's Illusion, but take twice as long to use and deals more damage. His body also deals damage to anyone that is hit by it. If used too many times, Magnus's arm will start to get tired and the sword will not be thrown as far. If spammed like a retard he will stop throwing the sword entirely, and will lag a bit if you still try. Good damage and fair knockback.

Up B: Skyward Slash
Magnus jumps while holding his sword upward. If no opponent is met then he will tire out and start falling. However, if Magnus manages to hit an opponent in the beginning of the move, he will chain attack with two 360 degree slashes and finish off with a kick. The two 360 degree slashes can also hurt other opponents around him. The chain attacks happens very fast, and he is tired out either way.The move itself is slower than Marth's Quick Draw (Up B) but faster than Ike's Aether (Up B). Good damage and great knockback.

Down B: Block
Magnus holds his sword straight out in front of him, and counters any close-range attack with a downward slice. If held for longer than a second the counterattack will no longer work, but Magnus can reflect projectiles with his sword. This move has half a second lag after the button is released, and Magnus is incapable of attacking until it is over. In "reflecting projectile" form, Magnus can still be hurt by close-range attacks.

Final Smash: Blade of Awe(some)
Magnus's sword glows blindingly white, and his speed and power are doubled. His jump and Neutral B are disabled, but he can use his Up B four times in a row without tiring out. This Final Smash lasts shorter than most others, since Magnus's normal strength is enough to handle already. If the FS time limit runs out while he is airborne, Magnus will immediately tire out, making it a risky move.

Neutral A: Slashes twice in front of him, and then performs a downward slice that does more damage than the others.

Side A: Does a longer-ranging slash outwards.

Up A: Magnus slashes upwards and has his sword land on his shoulder.

Down A: Slices along the ground. This move cannot spike.

Dash Attack: Magnus, while running, deals a high kick to the opponent's face.

Side Smash: Magnus jabs his sword straight out in front of him. Has the same range as Marth's fully charged Shield Breaker (Neutral B).

Up Smash: Waves his sword upwards.

Down Smash: Magnus puts the tip of his blade against the ground, and spins in a circle. Damages anyone next to him.

Back Throw: Slams the opponent on the ground behind him. Great damage and fair knockback.

Up Throw: Scoops the opponent upwards with his sword. Good damage and fair knockback.

Down Throw: Puts the opponent on the ground and kicks down at them. Good damage and good knockback.

Ledge Attack: Magnus spins his blade around him as he rolls onto the stage.

Stage Entry: His sword is jutting out of the ground. Suddenly, Magnus appears from behind and draws it out.

Up Taunt: He holds his sword out in front of him, and examines it with awe. Then he shrugs.

Down Taunt: Magnus flips an odd-looking ring and has it land back on his finger.

Side Taunt: Magnus puts the tip of his blade against his foot, then kicks it back up and catches it with a slap of his hand.

Victory Pose 1: Leans back on his sword and lets out a loud and disturbing laugh.

Victory Pose 2: ​Holds out his hand and say, "Well, I didn't expect to see some fighters here."
--------------------------------------------------------

Punch-Out!!Little Mac Moveset

Originally posted by Mr. MR
Little Mac is a 107 lbs. boxer from Bronx, New York (U.S.A.) and one of Nintendo’s gems. He was featured in Super Smash Bros. Brawl but as an Assist Trophy. I believe he deserves a lot more. Hence why I am here making this. Also a cool reference to Little Mac exists in Pokémon. Hitmonchamp is Pokédex number 107, the same as Little Mac’s weight. As you can tell by his gloves, his build, and his stance, Little Mac is a professional boxer. He is qualified for the featherweight division which alows him to fight boxers from any division who are all much bigger and stronger than him. This difference in size and power does not stop Little Mac; his resolve is like no other.

Little Mac is a lightweight character and a fast attacker and runner. He cannot wall cling nor crawl. He is smaller than Link and taller than Mario. When Little Mac is standing he is constantly moving from one foot onto the other. Doc Louis (his trainer) will be on the same platform Pokémon Trainer usually stands on, cheering Little Mac on. Even though he is lightweight he is more resistant to damage than the average lightweight character. This is his advantage as a boxer but he does have a disadvantage. Because Little Mac's fighting style prohibits kicking, Little Mac does not kick.

Neutral B: Knockout Punch
Little Mac charges, and then lets fly his fist in a hook punch. This is a charge move and it can be carried. Even though Little Mac's arms are small the extended hit box of this move gives it a little more range. Before he swings however, Little Mac will flash white for a split second before striking. When fully charged a little white star will appear right next to the player's name or the P1, P2, P3, P4, or CPU symbol. The Knockout Punch does amazing damage and amazing knockback when fully charged.

Side B: Gutter Punch
Based off a technique discovered by the fans, Little Mac feints a Knockout Punch (Neutral B) and instead strikes the body with a hook. Little Mac will even flash white and go through the same animation as the Knockout Punch but this move will delay slightly longer making it good with mind games. and The Gutter Punch can be charged but the charge cannot be carried. Also, this move has an outstanding shield break property that rivals Marth's Shield Breaker. If this attack is power shielded Little Mac will have a second chance to Gutter Punch his opponent. The button pressing has to be precise though and messing it up will leave Little Mac open. It has to be pressed right as the power shield is pressed. If done correctly Little Mac will perform another Gutter Punch hook with his other arm. This second chance was inspired by the Dempsey Roll because I love Hajime no Ippo. This attack does amazing damage and amazing knockback when fully charged. The second strike deals good damage and good knockback and also wears down shields.

Up B: Star Punch
Little Mac jumps up into a powerful uppercut. This move is his most famous punch which helped him out over the years. The Star Punch can be charged but the charge cannot be carried. When fully charged this move gets an enormous power hike making it deal amazing knockback and damage. Even without the charge, this move is a great ledge recovery possessing great recovery range. Charging it in the air slows Little Mac's momentum and give his punch extra recovery range to compensate for gravity. Also when he charges this attack, it will make the same sound as it did right before Little Mac performed his Star Punch on the NES. This attack will exhaust Little Mac so don't miss the ledge.

Down B: Guard and Counter Punch
Little Mac raises his gloves in front of his face. Damage dealt to him that hits him in front is halved. Little Mac is able to move with his guard up but he cannot turn around or jump. If he is hit by a melee attack from the front, Little Mac performs a counter punch. This counter attack does good damage and knockback. If Little Mac is hit (projectile or melee attack) from the back while he is guarding, the damage will be increased by 50%. If a projectile hits Little Mac from the front, he will not counter punch and will not be stunned by the projectile but instead, Little Mac will be pushed back or stalled depending on the power of the projectile and Little Mac's own percent. If Little Mac's percent is too high or the projectile is too powerful, it will break Little Mac's guard and deal half damage and full knockback.

Final Smash: Giga Mac
My version of Giga Mac is slightly based off the Giga Mac on the head-to-head mode of the Wii’s version of Punch-Out!! Unlike the Giga Mac from Punch-Out!! Wii, Little Mac does not turn into a hulking and slow figure. Instead Little Mac becomes taller and faster and looks much stronger, and does not exhaust. On top of that his charged punches will only take half the time to fully charge. After 30 seconds Little Mac changes back.

Grabbing: Little Mac holds the opponent in a clinch.

Pummel: Little Mac liver punches the opponent

Forward Throw: Little Mac uppercuts with the left hand then throws a right straight at the opponent's head.

Back Throw: Little Mac moves behind the opponent and throws a volley of punches at the opponent’s back. On the last hit, Little Mac reels back and delivers a powerful punch.

Up Throw: Little Mac uppercuts the opponent with his right hand, sending him upwards.

Down Throw: Little Mac liver punches the opponent and very quickly. After the liver blows he then punches the opponent right in the gut. Then Little Mac steps back and the opponent falls to the ground.

Jab: Little Mac punches with his right hand then left hand. Pressing A again makes Little Mac perform a volley of punches. The first two punches are stun punches.

Neutral Air: Little Mac throws two punches: a jab then a hook.

Side A: Little Mac pulls his fist back and rushes forward with a punch (this punch looks like the Gutter Punch except he actually punches the head).

Side Tilt: Little Mac throws a quick punch.

Forward Air: Little Mac pulls his fist back and throws a strong punch. If timed right, this move will spike. The animation looks like Mario's Forward Air.

Back Air: Little Mac turns his torso and throws a punch near his shoulder. This will cause him to turn completely around to follow through with his punch. Like Marth’s Back Air, Little Mac will be completely turned around after the completion of the attack.

Up A: Little Mac performs a normal uppercut.

Up Tilt: Little Mac will quickly punch upwards.

Up Air: Little Mac will perform a hook aimed above him then follows it up with a strong punch.

Down A: Little Mac will hook punch in front of him then spins around (carrying the momentum) and punches with stronger hook.

Down Tilt/Crouch Attack: Little Mac kneels down and hook punches the opponent’s legs.

Down Air: Little Mac throws a strong hook punch downward. Following the punch he will flip in the air. This move will spike.

Dash Attack: Little Mac pulls his fist back while running. He then jumps and lets it fly. He fall forward and recover into a roll.

Ground Attack: Little Mac performs a kick-up and at the same time as he is coming up, he uses the momentum to throw a punch the space in front of him.

Ledge Attack: Little Mac throws himself up and punches with his fist aiming at a downward angle.

Dodge: Little Mac ducks out of the way (just like in the NES games).

Side Dodge: Little Mac moves out of the way (also just like in the NES games).

Stage Entry: Little Mac will come running with a pink sweater with Doc Louis on a Bike.

Victory Pose #1: Doc Louis will hold Little Mac’s arm in the air declaring him victor. Little Mac will have a World’s Champion belt on one of his shoulders.

Victory Pose #2: Little Mac will throw two quick punches with his forward hand and one hook from his backhand (he is facing the screen and wearing the World’s Champion Belt).

Up Taunt: Little Mac puts both arms up, hands in fists. He will move his fists up and down and a mixture of joy and exhaustion will be on his face.

Side Taunt: Little Mac bend down in a fighting pose and will start shadow boxing. This attack will damage the opponent if the opponent is directly in front of the taunt but it is highly recommended that this is not used as an attack.

Down Taunt: Little Mac falls backwards in exhaustion raising both hands in the air as he is falling down. When he hits the ground Little Mac's hands will fall down to the ground also.
--------------------------------------------------------Original Little Mac Moveset

Originally posted by Mr. MRLittle Mac is a 107 lbs. boxer from Bronx, New York (U.S.A.) and one of Nintendo’s gems. He was featured in Super Smash Bros. Brawl but as an Assist Trophy. I believe he deserves a lot more. Hence why I am here making this. Also a cool reference to Little Mac exists in Pokémon. Hitmonchamp is Pokédex number 107, the same as Little Mac’s weight.

Little Mac is a lightweight character and a fast attacker and runner. He cannot wall cling nor crawl. He is smaller than Link and taller than Mario. When Little Mac is standing he is constantly moving from one foot onto the other. Doc Louis (his trainer) will be on the same platform Pokémon Trainer usually stands on, cheering Little Mac on.

Neutral B: Knockout PunchLittle Mac charges, and then lets fly his fist in a hook punch. This is a charge move and it can be carried. When fully charged it does great damage and amazing knockback.

Side B: Gutter PunchBased off a technique discovered by the fans, Little Mac feints a punch to the head and instead strikes the body. This move wears out the opponent’s shield, making it a good shield breaker. This attack does good damage and knockback.

Up B: Star PunchLittle Mac jumps up into a powerful uppercut. This will charge over time. It is a good recovery with a good ledge grab range. It takes one and a half minutes to be at full charge. If he is knocked into the blast zone he will loose his charge. When fully charged Little Mac will start to flash white. Using the Star Punch not at full charge will not halt, stop, nor exhaust the charge. The full charge only activates when it hits an opponent. At full charge it will have great damage and extreme knockback and surprising range. This attack will exhaust Little Mac.

Down B: Block and Counter PunchLittle Mac raises his gloves in front of his face. Damage dealt to him that hits him in front is halved. If it is a projectile he will not counter punch. If he his hit by a melee attack, Little Mac performs a counter attack. Good damage and knockback.

Final Smash: Giga MacMy version of Giga Mac is slightly based off the Giga Mac on the head-to-head mode of the Wii’s version of Punch-Out!! Unlike the Giga Mac from Punch-Out!! Wii, Little Mac does not turn into a hulking and slow figure. Instead Little Mac becomes taller and faster and looks much stronger, and does not exhaust, and having his Star Punch and Knockout Punch automatically charged. Damage dealt to him in this form is quartered and does not knock him back. After a while he changes back.

Pummel: Little Mac gut punches the opponent.

Forward Throw: Little Mac punches the opponent in the head.

Back Throw: Little Mac moves behind the opponent and throws a volley of punches at the opponent’s back. On the last hit, Little Mac reels back and delivers a powerful punch.

Up Throw: Little Mac uppercuts the opponent, sending him upwards.

Down Throw: Little Mac punches the opponent repeatedly in the gut really quickly. Little Mac steps back and the opponent falls to the ground.

Jab: Little Mac punches with his right hand then left hand. Pressing A again makes Little Mac perform a volley of punches. The first to punches are stun punches.

Neutral Air: Little Mac throws two punches: a jab then a hook.

Side A: Little Mac pulls his fist back and rushes forward with a punch (this punch looks like the Gutter Punch except he actually punches the head).

Side Tilt: Little Mac throws a quick punch.

Forward Air: Little Mac pulls his fist back and throws a strong punch.

Back Air: Little Mac turns his torso and throws a punch near his shoulder. This will cause him to turn completely around to follow through with his punch. Like Marth’s Back Air, Little Mac will be completely turned around after the completion of the attack.

Up A: Little Mac performs an uppercut.

Up Tilt: Little Mac will quickly punch upwards.

Up Air: Little Mac will perform a hook aimed above him then follows it up with a strong punch.

Down A: Little Mac will hook punch in front of him then spins around (carrying the momentum) and punches with stronger hook.

Down Tilt/Crouch Attack: Little Mac kneels down and hook punches the opponent’s legs.

Down Air: Little Mac throws a punch downward (Spike). Following the punch he will flip in the air.

Dash Attack: Little Mac pulls his fist back while running and lets it fly. He fall forward and recover into a roll.

Ground Attack: Little Mac perform a kick-up and at the same time as he is coming up punch the space in front of him.

Ledge Attack: Little Mac throws himself up and punches with his fist aiming at a downward angle.

Dodge: Little Mac ducks out of the way.

Side Dodge: Little Mac moves out of the way (just like in the games).

Stage Entry: Little Mac will come running with a pink sweater with Doc Louis on a Bike.

Victory Pose #1: Doc Louis will hold Little Mac’s arm in the air declaring him victor. Little Mac will have a World’s Champion belt on one of his shoulders.

Victory Pose #2: Little Mac will throw two quick punches with his forward hand and one hook from his backhand (he is facing the screen and wearing the World’s Champion Belt).

Up Taunt: Little Mac puts both arms up, hands in fists.

Side Taunt: Little Mac quickly puts on a pink sweater and jogs around and then puts it away.

Originally posted by WiiAssasin
Shulk is the main protagonist of Xenoblade Chronicles. He likes to think things through and is very methodical in his approach to most situations, and enjoys reading books and has an interest in mechanical engineering. He is one of the few that is able to wield the mysterious weapon known as the Monado. His first act upon acquiring the destined weapon is to fight for an end to the war with the Mechon, an army of mechanical invaders.

Shulk is a mid-range fighter who can wall cling. The Monado is a very large sword and grants Shulk what is easily the longest overall direct attack range in the game. The drawbacks to Shulk’s incredible range are his generally slow attack speed and his only moderate attack power. His floaty falling and quick air speed help him to escape close-combat by hopping, as well as assist his low recovery (it also matches Xenoblade’s jump physics quite well).

Neutral B: Monado Buster
Shulk calls out “Monadooo!” extending the Monado, then yells “Buster!” as he slashes downward and slams the Monado into the ground. The move is slow and telegraphed, like the Falcon Punch, and is only somewhat on the strong side. However, the Monado extends to an incredible size.

Side B: Monado Purge
Shulk reels back, then fires a green projectile wave from the Monado while calling out the attack’s name. Though the move starts somewhat slowly, the wave travels quickly. The attack causes a green blast that damages opponents caught in it. The initial sword strike that releases the wave also does damage, and drags the opponent in to ensure that the wave will hit.

Up B: Monado Cyclone
Shulk calls out the attack name and leaps into air at a diagonal angle, the Monado held above his head and a whirlwind surrounding him. It does one hit for moderate damage, but also pushes away anyone beside Shulk for its duration. The push does not reach the area above Shulk, leaving him vulnerable to overhead attacks.

Down B: Monado Speed
Shulk’s eyes glow blue as he receives a vision of the future and casts Monado Speed. If he is hit during this time, he will dodge the attack and counterattack. He is vulnerable for split second before his eyes begin to glow, as well as afterward if he is not hit during the vision.

Final Smash: Vision
Shulk's eyes glow blue while he exclaims "a vision!". The screen suddenly changes to a grayish tone. A vision tag also appears like in the game. During this, opponents move incredibly slow, leaving them highly vulnerable to attacks.

Pummel: Shulk knees the opponent.

Forward Throw: Shulk kicks the opponent forward.

Backward Throw: Shulk tosses the opponent behind himself and performs Back Slash, hopping and slashing downward at their back.

Upward Throw: Shulk tosses the opponent upward.

Downward Throw: Shulk throws the opponent to the ground and performs HAMMAAAH BEAT; reeling back and smashing the Monado into the opponent.

Neutral A/Jab: Two horizontal sword slashes and a downward slash. Imitates his auto-attacks from Xenoblade.

Neutral Air: Shulk spins 3 times with the Monado held close to himself.

Forward Smash: Shulk performs Turn Strike, jumping and spinning around in the air before slashing diagonally.

Back Air: Shulk gets into batting position in midair and swings behind himself.

Upward Smash: Shulk hoists the Monado above his head with both hands and stabs directly upward.

Up A: Shulk does an overhead slash. Also strikes in front and behind Shulk.

Up Air: Shulk spins the Monado above his head multiple times.

Downward Smash: Shulk does a spinning sweep with the Monado.

Down A/Crouch Attack: Shulk does a low kick.

Down air: Shulk stabs the Monado downward while flipping upside-down.

Dash Attack: Shulk slides forward a little and stabs the opponent.

Stage Entry: The ship Junks flies past the stage as Shulk leaps from it onto the stage.

Up Taunt- Shulk pumps his fist into the air with the Monado in it and shouts “Come on!” and a blue aura surrounds him. Copied from Xenoblade’s Battle Soul Art, but has no effect.

Side Taunt: Shulk puts the Monado away and stands up straight for a moment. He holds his chin and taps his foot in thought and says “Hmmm…”, then switches back to battle stance. Copies an idle animation from Xenoblade.

Down Taunt: Shulk says “Huh?” and relaxes his battle stance as his eyes glow blue and he has a vision. After gazing for a moment, the vision ends and he hurriedly shifts himself back into stance.

Victory Pose 1: Shulk puts the Monado onto his back and lets out a sigh of relief. He then takes out a book, sits on the ground, and begins reading it.

Victory Pose 2: Shulk slashes the Monado twice, does a 360 on the second slash, and points it toward the screen on landing, exclaiming “Behold the power of the Monado!”
--------------------------------------------------------

Riki Moveset

Originally posted by Neosquid
Riki comes from Makana Forest, specifically the Village of the Nopon (Frontier Village). He's the chosen "Heropon", or Nopon Hero, of that year. Riki has a lot of elemental and status inducing attacks. His normal B takes inspiration from the fact that he can steal items from enemies in Xenoblade, and the other three moves are directly inspired by actual attacks he has in the game. Riki tends to speak in third person a lot and is rather silly, but nontheless he's tough.

Riki has two mid air jumps, both involving his "ear wings" giving him an extra boost.

Neutrall B: Heropon Power
You can charge up Riki by holding down the B button. The longer you charge, the more damage this attack will do, and the further it will go. When you release it, Riki will launch himself forward in a belly first jump, with roughly this range (the x is Riki).

Riki will plow through anyone in his way. However, at full charge this attack has a 50% chance of making Riki accidentally faceplant at the end of his jump, leaving him vulnerable. This attack has the added bonus of stealing the item of an opponent it hits, including ROB's Gyros, Peach's Turnips, Link's Bombs, etc.

Side B: Freezinate
Riki spits a ball of ice at the opponent, which has different range depending on running speed.

x___ (Standing)
x____ (Walking)
x_______ (Running)

The ice will travel faster if it goes a longer distance as well. If used when standing or walking, the ice will bounce off a target after doing about 8% damage. The ice ball can then be picked up and used again, but it will shatter the next time it deals damage. A single attack will also shatter it. The ice ball goes through targets at maximum velocity, but cannot be picked up. A maximum of two ice balls (from each Riki) can be on the stage at once.

Down B: Play Dead
Riki flops down on the ground and pretends to be unconscious. This lasts as long as the B button is held down, and he cannot move until the B button is released. When in this state, Riki takes 1/3 the knockback he would normally take, but all the damage. Taking more then 30% damage will knock him out of this state and stun him, but if he is attacked for less then that, when the B button is released Riki will jump up and unleash a counterattack of 1.3x the damage he took. This state can be held for a maximum of 6 seconds.

If used in mid air, Riki will enter a helpless stat, but when he lands the move will begin.

Up B: Burninate
Riki makes a leap in mid air about this high.

-
-
-
x

For the duration of the move, Riki spins around twice while releasing fire in a swirling motion.

Final Smash: Doompon of Doom
After getting a Smash Ball, Riki becomes cloaked in electricity and curls up into a ball. Riki can move and jump in this form, and although his ground speed is about the same, he jumps a lot higher then he normally could. By pressing B in midair, Riki can come plummeting down to the ground in a flash of lightning and Nopon fury. When he lands, a shockwave about this large is created.

_____x_____

The higher he is from the ground he hits, the more damage this shockwave does. The shockwave can also effect opponents a few feet above it. The shockwave itself offers little knockback, but lots of damage. Hitting an opponent with Riki after tapping B in midair, on the other hand, offers little damage but lots of knockback. The opponents take a little damage and knockback if they touch Riki at all, of course.
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Originally posted by Bodine(Note: the original post has links to more pictures)
Dr. Robotnik pilots his egg mobile, the small flying/hovering vehicle in which he is usually seen with since his first appearance. The egg mobile actually plays as a universal control system for all vehicles/machines/mechs he mans in boss fights by connecting to them in a set part of said machines. This plays a vital role for his move set. Different vehicles/machines attach to his egg mobile the second he attacks, and they vary depending on the attack.

Mechanics of Dr. Robotnik: Dr. Robotnik is a heavy class character. He moves about the stage by hovering just inches above the ground in his egg mobile. Because of this, he has slightly less traction than other characters. So sudden stops should be planned tactically and he'll have a harder time keeping his footing when receiving attacks, but the lack of traction is minimal and shouldn't be devastating.

Because his machine was built for the sky, Robotnik has a surprisingly high jump for a heavy weight, along with hover mechanic similar to Peaches when holding up after a jump.

Neutral B: Call for Badnik
Robotnik will through a round metal ball at a short distance when B is pressed. The ball will open up to become one of four robots under Robotniks control.

Motobug: A small lady bug looking robot with one well for transportation and two sharp claw arms to attack with. Motobug will slowly roll around the platform he landed on and attack whoever is near.

Buzzkill: A flying hornet looking robot that will hover over Robotnik and lend him aid by firing lasers at anyone who attacks/gets close to Robotnik. Useful for when Robotnik is caught in a combo and can't escape.

Crabmeat: A crab looking robot that stays stationary and shoots small fireballs from his claws. They have short range but can deal heavy fire damage. These fireballs shoot upwards but quickly fall back down. They can go through platforms to hit someone below.

Coconuts: A monkey looking robot that, similar to the Pikimin thrown by Captain Oligarchy, will latch onto the face of a nearby enemy and continuously attack but without causing any flinch. The difference being that while attached to an enemy, if another enemy gets within a certain distance of the enemy it is attached to it will throw bombs at the other enemy. This will make an enemy of yours sort of a walking bomb that continuously explodes and earning you KOs, while a grateful strategy while in a team match, forcing the victim to stay separated from his teammates.

Side B: Drill Cart
Similar to Wario's motorcycle, Robotnik man a vehicle that charges forward and can change direction. The difference being there is no jump while in this mode and being hit by the front drill traps the opponent in it, causing a chain of fast paced damage before releasing them.

Down B: Chain Ball *down meteor smash while airborne*
While on the ground, Robotnik unleashes his Chain Ball from the first Sonic boss fight ever in a horizontal 360 swing, hitting both his front and rear enemies. The attack is devastating and has an immense knock back. While in the air he swings it at a vertical 180 degrees. Hitting his front, back, and lower enemies. If an opponent is caught in the attack while the ball is heading on its downward half of the swing, it sends them hurtling below.

Up B: Drill Mobile
Pressing up B transforms the egg mobile into Robotniks Drill Mobile. Once transforming, there is a one second charge time in which you can choose which direction Robotnik will point the drill and charge. Choosing upwards will have the drill pointing up and send Robotnik shooting upward and can be used as a third jump. The one second charge time does leave him vulnerable for a cancellation attack and if you choose to send him downwards with the attack and he meets a platform his drill will dig into the platform, leaving him stuck to the ground and defenseless for a very brief moment of time.

Final Smash: Death Egg Robo
Robotniks final smash puts you at the controls of the Death Egg Robo. Once activated, Robotnik will fly upwards off screen. When he returns he will come crashing down onto the stage in the giant robot. Anyone caught in his initial landing will receive a OHKO. The final smash is similar to that of Bowser's as you control a giant form of the normal character, but unlike Giga Browser, the Death Egg Robo comes with a separate move set. It can punch and kick but will also shoot its claw hands as a large projectile when pressing side B, do a squatting move that damages anyone close enough with neutral b, lay multiple high damaging mines that scatter across the stage with down B, and lifts up into the air with its jet propulsion system on its back to crash down on the stage again with up b. The time limit is the same as Giga Bowser.

For Robotniks standard physical attacks, his egg mobile takes the form of the Big Arm machine he mans as the final boss of Sonic 3.
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Dr. Robotnik Moveset (The Storm)

Originally posted by The Storm
Eggman is seated in his pride and joy; the Egg Walker from Sonic Adventure 2. He has a triple jump assisted by the jets on the walker.

Neutral B: Egg Laser Cannon
Chargeable, as long as the button is held down, Eggman will have a laserbeam that reaches across the screen. The beam does no damage, however, if an enemy passes through it (Eggman can move and jump but not dodge while doing this) the beam will make a ticking noise and grow larger. The beam can increase in size up to three times, and when B is released, the laser is fired and has lock on capability that it follows you. Each beam level does 6%, 12%, and 20% with little knockback, respectively.

Side B: Egg-Fist
The egg walker opens a front compartment and a boxing glove on a spring shoots out of it, dealing 8% damage and little knockback on impact. Travels half the length of final destination then retracts back into the egg walker.

Down B: Reflective armor
This is Robotniks counter move. Works very similar to Ike and Marth's, counters any attack and has same start up and reboot time as they do.

Up B: Eggman Sunny Side Up
Jets boost from the egg walker as Eggman is propelled upwards and then smashes down. Works like King Dedede's Up B.

Final Smash: The Eclipse Cannon
A close up of Eggman smiling and laughing, followed by a large green laserbeam shooting in a random direction ( side to side, top to bottom, etc) the beam is as large as the stage of final destination, but it appears at random and is therefore unpredictable. Those hit, including Eggman himself, sustain 150% damage and immense knockback. In other words, instant KO.*
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RareBanjo-Kazooie Moveset

Originally posted by The Storm
Double Jump: Instead of a second jump, Kazooie flaps her wings, propelling them higher into the air. Max: 3. (Like Pit's double jump)

Neutral B: Kazooie Kannon
Kazooie comes out of the backpack and fires blue eggs at the enemy. Same distance and style as G&W. 4% damage per egg.

Side B: Breegul Blaster
Banjo and Kazooie launch themselves forward with force. Much like Ike's forward B, chargeable, and does 5% damage at minimum, 12% maximum. Same distance and speed as Ike.

Down B: Clockwork Kazooie
An egg pops out of Kazooie, revealing a small robot chick. As soon as used, player loses control of Banjo-Kazooie and gains control of the chick. The chick explodes either by running into something, this includes Banjo Kazooie, or by pressing the A or B button. Does 20% damage, low knockback.

Up B: Flying Kazooie
Kazooie spreads her wings and flies high. Same movement, length, and distance as Ikes up B.

Final Smash: Super Breegul Ultra Flying Bomber (Recoome)
Much like Diddy's final smash, Kazooie flaps her wings and flies high with Banjo. Banjo throws grenade eggs made by Kazooie at the ground. Same length of time as Diddy's. Does 10% damage per egg. If fired rapidly from start to finish, maximum number of eggs fired is 15.
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Gruntilda Winkyburion Moveset

Originally posted by The StormNeutral B: "Many Tricks I Have Up My Sleeve, To Save Yourself, You'd Better Leave!"
Gruntilda summons a white ball of magical energy, growing in size as she charges it. The ball has a charge time of 3.2 seconds. When used uncharged, it does 1% damage and stuns for 1 second. When fully charged, it does 5% damage and reverses all movements for the opponent (ex: Like Spear Pillar, controls are reversed, but as an added bonus, the up and down axis are switched.) They remain in this state for 3 seconds when below 40% damage, when between 41% and 80%, they remain like this for 6 seconds, when at 81% or above, they remain like this for 10 seconds. This move does no knockback when fully charged.

Side B: "Revenge is mine, I cannot Miss! Lets see that furry fool dodge This!"
Gruntilda swirls her arms above her head with green energy, this is chargeable for 3 seconds. Then, it can be fired at any time, minimally charged dealing 8% damage, little knockback, and travels the distance of Lucario’s Aura Sphere. When fully charged, it travels the full distance of the screen, dealing 24% damage and good knockback. Also, if hit, the target turns transparent like a ghost and is immune to mines and Bob-ombs for 5 seconds.

Down B: "Yes thats right, swim under there. Icy Water takes Double Air!"
Gruntilda shoots a frosty blue-white ball of energy straight in front of her, about the length of PK Fire. If it hits, it freezes the target for 2 seconds, causing 4% damage per second. She can only shoot one ice ball every 5 seconds.

Up B: "Your Butt will tel you and you'll know, when my Boot swings To and Fro!"
Gruntilda pulls up her skirt, and swings her boot in an upward arc. Travels the distance of Mario's Up B, and deals 8% damage on impact. If it hits at the beginning of the kick, it deals 10% damage, and the opponents butt catches on fire. They then take 1% damage per second for 5 seconds, for a total of 15% damage.

Final Smash: "You Won't Catch Me, I've Made Sure; All The Credits You'll Now Endure!"
Gruntilda disappears off the stage and lines of credit from the original Banjo Kazooie game, all of them, slowly rain upon the stage. Some very slow, others quite fast, you'll have to jump to save you’re @$$! You can jump on top of the credits and scale them, jumping from line to line to dodge. However, if the bottom of one touches you, you enter freefall mode and sustain 5% damage if in the air or hanging on a ledge. If one touches you while on the ground or a platform, you sustain 5% damage and are stuck to the ground for 2 seconds (the time stuck can stack; ex: if two hit you, 6 seconds, etc.) A total of 75 lines of Credit fall in 35 seconds.
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Crono TriggerMagus Moveset

Originally posted by NeosquidNormal B: Dark Bomb
Magus points in front of him and a shadow moves quickly along the ground, from where he was standing to the nearest ledge. Holding down the B button will result in the shadow gaining distance, and when it is released, it erupts upwards in a shadowy fire. The explosion is about as tall as Magus himself. This attack does not do much damage, but has a lot of knockback. It takes Magus a short amount of time to recharge this move.

Side B: Freezing Beam
Inspired by his Ice magic. This attack has no charge up, and Magus fires a quick, long beam of ice that freezes and slightly damages anything in its path. Targets dont stay frozen for long, maybe for a second or two, but this may be enough for Magus to strike them. Takes a short amount of time to recharge after use.

Up B: Lightning Slash
Inspired by his lightning magic. Its a recovery move. Tilt the control stick in the direction you want to move (Tho the angle cant be adjusted a whole lot) and Magus will shoot a lightning blot upwards, and quickly warp to the end up it while slashing. He is invincible during the split second he is teleporting. The lightning bolt has about the range of King Dededes Up B, and any characters hit by the electricity will be damaged a little bit. But if anyone is hit by the end of the lightning bolt, aka the slash, will take severe damage and knockback.

Down B: Fiery Scythe
Inspired by his fire elemental magic in Chrono Trigger. Magus plants his scythe on the ground and begins charging. The weapon immediately ignites, and the longer it charges the bigger the flames get. If you do not charge it very long, it will merely be a powerful but relatively short range slash. But if you charge it for a long time, not only will the slash get more deadly, but it will release a large burst of fire that does little knockback but lots of damage.

Final Smash: Dark Matter
The screen turns Dark. Magus now has the ability to fire three small, black blobs of dark matter. They do nothing....yet. They seem to have some kind of homing feature, and they slowly creep towards the nearest opponent. Magus can fire as many as he wants, but there can only be three on the screen; old ones will vanish. When Magus presses Down B, or after ten seconds pass, the blobs explode in a dark matter explosion about the size of a Smart Bomb. They do a TON of damage, but dont offer much knockback.
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ValveSoldier Moveset

Originally posted by Mr. MR
The Soldier is a crazed patriot from America's heartland. Tough and well-armed, he's versatile, capable of both offense and defense. Totally did not pull this off TF2 Wiki

The Soldier is a heavyweight character and a slow runner. He cannot wall cling nor crawl. He is a little smaller than Ganon.

When the crowd starts cheering for the Soldier they will chant: "Soldier Soldier Soldier" but before they cheer the domination sound effect will sound. If the Soldier dies when the crowd is cheering for him the revenge sound effect will sound. Upon killing an opponent while the crowd is cheering the Soldier will yell appropriate insults at the opponent.

Neutral B: Grenade
He wears them on his chest but never uses them... until now! Much like Snakes Special, the Soldier can only have two out at a time. Also like Snake, the can throw them three different ways. In fact it is exactly like Snakes except the Soldier's grenades look different (it is possible to pull out a Holy Hand Grenade too), have smaller explosive range, shorter fuse, and deals more damage. Also the Soldier cannot move with it in his hand.

Side B: The Amazing Crocket Launcher
The soldier charges his rocket and fires it. This charge move cannot be carried however when fully charged it does great damage and amazing knockback comparable to a fully charged Samus Special. The rocket projectile is about as fast as Samus' Special also. When performed you can vertically angle it. Also it should be noted that the rocket can hurt the Soldier but not his allies (unless friendly fire is on) so be careful if you aim it. This move takes about 2.5 seconds to fully charge but when fully charged the projectile will be glowing and will travel in a straight line until it hits something however charging it too long can be your demise.

Up B: Rocket Jump
The Soldier is well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier detonates a rocket right under his feet sending him skyward. When performing the Rocket Jump, the Soldier takes 15% of damage. If any opponents get caught under his rocket jump, they will be spiked. The spike is the equivalent to Ganon's D-air in terms of potency and knockdown capability. If an opponent is in the flight path after the explosion, they will take small damage and moderate knockback. Hitting the ceiling or the bottom of a stage will immediately exhaust him. When the soldier reaches max height he will exhaust. The vertical range of the rocket jump is about .5 FD. Rocket jumping on the ground will produce diagonal/horizontal knockback from the initial explosion.

Down B: Buff Banner
The soldier blows on his bugle and pulls up his flag. This move has to be charged before it can be used and the way to charge it is to inflict damage on yourself via your own rockets and/or grenades. It takes 50% of self-inflicted damage to charge the buff banner. When active, it gives the Soldier a damage upgrade for all his attacks. This buff also effects team mates within half FD of the Soldier. The Soldier movement speed is also increased slightly. The buff lasts for 15 seconds.

Final Smash: Überkanonen
The Soldier drinks from his Mann vs. Machine canteen and becomes übered for 30 seconds. All damage done to the Soldier is negated and the Soldier will not exhaust. The Soldier's Side B fully charges in 1 second however each time he fires a fully charged rocket it takes 5 seconds off his über. Arial attacks after rocket jumping are doubled in knockback and slightly improved in damage and rockets fired after rocket jumping travel faster. All of the Soldier's explosive attacks have a bigger blast radius.

Pummel: The Soldier headbutts the opponent.

Forward Throw: The Soldier punches the opponent in the gut sending the opponent forward.

Back Throw: The Soldier pulls the opponent towards him, moves behind him and kicks him in the back.

Up Throw: The Soldier pulls out a grenade and uppercuts the opponent with the hand holding the explosive making it explode. This attack damages the Soldier by 10%. Good knockback and damage (kills at high percents but stales fast).

Down Throw: The Soldier throws the opponent on the ground and jams his foot on the opponent's spine.

Jab: The Soldier swings with his stock shovel.

Neutral Air: The Soldier swings his shovel violently.

Side A: The Soldier swings his rocket launcher in front of him.

Side Tilt: The Soldier rams his shoulder forward.

Forward Air: The Soldier fires his shotgun in front of him. No projectiles but anyone directly in front of him will be hit. Good knockback (finishes at high percents) and damage.

Back Air: The Soldier swings his rocket launcher's end violently.

Up A: The Soldier fires his shotgun above him. No projectiles but anyone right above him will be hit. Good knockback (finishes at high percents) and damage.

Up Tilt: The Soldier swings his stock shovel above him.

Up Air: The Soldier swings his rocket launcher above him.

Down A: The Soldier pulls out his rocket launcher and fires it that the ground dealing really good knockback. It also does 15% to the soldier.

Down Tilt/Crouch Attack: The Soldier swings his stock shovel at the legs of the opponent. Chance to trip the opponent.

Down Air: The Soldier pushes both his feet downwards. Small spiking potential.

Dash Attack: The Soldier runs with his head down headbutting opponent in the way.

Ground Attack: The Soldier quickly jumps up knocking back any opponent near him.

Side Dodge: The Soldier jumps either back or forward (whatever direction you pressed).

Stage Entry: The Soldier rocket jumps onto the stage.

Victory Pose #1: The Soldier pulls out a grenade and starts to shout and scream. With the other hand he starts beating his helmet with his shovel. After screaming and acting insane he explodes.

Victory Pose #2: The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!" He then drops one and explodes.

Up Taunt: The Soldier puts his hand in the "L" shape up by his head and says one of the following: "Maggots!", "Cuh-rit!", or "Leeeeft-HUT!".

Side Taunt: The Soldier yells and beats his chest.

Down Taunt: Laughs (Schadenfreude). Upon holding the Down Taunt the Soldier will raise his and in the high-five position. Any team mate that taunts in front of him while he is holding up his hand will high-five the Soldier. Holding the down taunt button while holding a grenade will make the Soldier explode into giblets (If you manage to get a high-five off with an ally you will explode on the clap).
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The Engineer Moveset

Originally posted by Pichu2k7
A soft-spoken, amiable Texan with a knack for all things mechanical, the Engineer (real name Dell Conagher) chooses to build and maintain buildings that benefit the team rather than engage in much direct combat. The Engineer's various gadgets include the Sentry gun, an automated turret that fires at any enemy in range, the Dispenser, a device that replenishes the health and ammo of nearby teammates and Teleporters that quickly transport his teammates to the fray.

The Engineer a medium weight character that does not deal a large amount of damage with his basic attacks and relies more on his ability to change weapons and his specials. The Engineer has access to his Shotgun and Wrench.

Basics (A attacks):

A Pummel: The Engineer swings his wrench twice horizontally and deals light damage and flinching knockback to the victim. If equipped with the shotgun, the engineer will perform the same attack only with the Stock of the shotgun.

Side Tilt: The Engineer performs a downwards swing with his Wrench, dealing moderate damage and light knockback. Equipped with the Shotgun the Engineer will strike the foe with the stock of his Shotgun

Up tilt: The Engineer will swing his wrench upwards at a 90* angle in front of him, the attack deals moderate damage and has weak upwards knockback. With the shotgun, the Engineer will perform the same attack only striking with the stock of the shotgun.

Down Tilt: The Engineer performs a quick strike towards the enemy's legs, deals light damage and extremely weak downwards knockback. May cause the enemy is pratfall. While the Shotgun is equipped the Engineer will kick his foot out.

N-Air: The Engineer will perform a kick dealing light damage and knockback.

D-Air: The engineer will look down and swing his wrench down dealing light damage and light downward knockback.

F-Air: The Engineer will perform an overhead swing with his wrench dealing moderate damage and light knockback.

B-Air: The Engineer will turn around and slowly perform a downward swing with his wrench, the move however is powerful and if landed right will spike the enemy.

Smashes:

Note: The Engineer's shotgun will shoot 5 pellets when performing a smash attack. Giving it greater damage and knockback then the Wrench if every pellet strikes it's target.

Side Smash: The Engineer will hold the wrench over his head while charging the smash attack, when released he will quickly swing the wrench downwards. Has moderate knockback and deals moderate damage. If the shotgun is equipped the Engineer will charge a Shotgun blast, the shotgun has a lessened effect if the enemy is not within the range of the Wrench smash.

Up Smash: The Engineer will prep his Wrench near his waist while charging, if the smash is released the Engineer will perform a U swing above his head dealing moderate damage and moderate upwards knockback. If the Shotgun is equipped the Engineer will shoot straight upwards, each pellet giving light knockback. Knockback depends on the amount of pellets landed.

Down Smash: While Charging the smash the Engineer will crouch and be in a stance ready to strike. When the smash is released the Engineer will swing at the enemy's feet and then swing his wrench behind him. The attack deals light damage and moderate knockback angles down. With the shotgun equipped the Engineer will crouch and shoot up at an enemy, dealing moderate damage and great knockback, angled a little bit upwards. Unless the enemy is directly in front of him the smash will be very ineffective because of it's aimed angle.

SpecialsNeutral B (Shared between weapons): The Engineer will pull out his pistol and shoot a bullet for every press of B until the button has stopped being pushed. The pistol works the exact same as Fox's blaster. Extremely light damage, spammy and no knockback at all to the extent an enemy does not flinch.

Down B (Shared): The Engineer will switch weapons, the weapon switching animation takes 2 seconds leaving the Engineer vulnerable. If the Engineer's Wrench has been recently thrown to build a mini-sentry he will reach for the usual location of where it is and go "Damn it!" before returning back to his shotgun stance.

Final Smash (Shared): The Engineer will drop a tool box next to him and yell "Buildin' a Sentry!". The toolbox will explode into a level 3 sentry that isn't bipoded but on wheels. The level 3 sentry will follow the Engineer and shoot anyone within range (Same as mini-sentry). Rockets deal massive damage and knockback and sentries guns will deal great DPS but will cause the enemies to flinch. If the Sentry tanks enough damage, the engineer dies or the Sentry is on the field for 20 seconds it will be destroyed.

WrenchSide B: The Engineer will throw his wrench, if the Wrench hits an enemy it deals minor damage and doesn't cause flinching. A mini sentry will build in the location the Wrench lands and will shoot enemies within it's range for 10 seconds (1/4 Final Destination). If hit 3 times by any attacks or the timer expires the sentry will explode. The throw can be angled in the second before the Engineer throws it and if the Engineer throws it he will be forced to use the Shotgun for 15 seconds.

Up B: The Engineer will Teleport in the direction specified, when performing the teleport he will lift his Wrench up into the sky and be zapped by lightning, similar to the Eureka effect in the game, teleporting him a short distance. If an enemy is struck by the lightning while performing the teleport they will receive light damage and knockback.

ShotgunSide B (Hold): The Engineer will load his Shotgun with special shells. The Engineer will load the shotgun until 6 shells have been inserted, the Engineer's Shotgun will begin glowing Red, blue or green depending on outfit. If the move is performed again he will shoot a special crit shot in front of him which deals great damage and knockback to the target if it hits. However the Engineer takes a second to aim the shotgun in front of him to fire the shell. The first shell takes longer to load then the shells after it.

Up B: The Engineer will shoot his shotgun under his feet propelling him lightly upwards. If an enemy is underneath him it will deal light damage for each pellet that hits and cause flinching.

Taunts
Up taunt: The Engineer will perform his shotgun taunt from Team Fortress 2.

Side Taunts: The Engineer will perform the Frontiers Justice taunt from Team Fortress 2. The Engineer will pull out a guitar and strum the strings once. Afterwards he'll smash the guitar off the ground. If an enemy is hit by the guitar they take 5% damage and take minor Knockback meaning this taunt can kill if the enemy has taken enough damage.

Down Taunt: The Engineer will perform The Schaudenfraude taunt and will laugh. At the end of it, the Engineer will cough and point in front of him.

Extras
Entrace: The Engineer will teleport in from his buildable teleport exit, the teleported will then get sapped and the teleporter will explode. If another Team Fortress Character is on the map in the same team colour as Engineer the Engineer will cry out "Spy aroun' here!"

Victory Pose #1: The Engineer will perform the pistol taunt, he will swing the pistol around one of fingers and after one or two seconds will blow away invisible smoke from the barrel.

Victory Pose #2: The Engineer will take a seat on his dispenser, he will collect a glass bottle of alcohol from it and start drinking it.

Victory Pose #3: If another Team Fortress 2 character is in the battle and Engineer wins, a Level 3 sentry will shoot and kill the class character in the victory screen. The Engineer will then go "I told you don't touch that darn thing!"

Victory Pose #4: If the Engineer wins a Team Battle with another Team Fortress 2 Character, the two characters will perform the High Five taunt and will perform peace signs at each other.

Extra Quotes: If the Engineer KO's another Team Fortress 2 three times consecutively the domination sound file will play and the Engineer will say "Now that is just a sad display boy.", "Howee! Makin' Bacon!" or "That's what happens when ya fight a real man.". If the Engineer dominates another Engineer there is a chance he will say "You can tell a Texan, but ya can't tell him much."
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Scout Moveset

Originally posted by Pichu2k7
Born and raised in Boston, Massachusetts, the Scout is a fast running scrapper with a baseball bat and a mean, snarky, 'in-your-face' attitude.

The Scout is a light weight character and fast runner (a tad slower than sonic and faster than fox). He cannot wall cling nor crawl. He is about the same size as Link (possibly a tad smaller). Overall he is a squishy character but his attacking speed and movement speed makes up for it.

When using the Homerun Bat, the Scout will point to the sky, wind up and swing his bat. If an enemy is successfully hit, a round of applause is heard right after the normal Homerun Bat sound.

When the crowd starts cheering for the Scout they will chant: "Scout Scout Scout" but before they cheer the domination sound effect will sound. If the Scout dies when the crowd is cheering for him, the revenge sound effect will sound. Upon killing an opponent while the crowd is cheering the Scout will yell appropriate insults at the opponent such as "Who's slow now chucklehead!" after killing a Sonic.

Neutral B: The Sandman
The Scout swings his Sandman Baseball bat and launches the Sandman ball at opponents in a straight arc, the arc is increased the longer B is held. The ball hits for 10-15% and dazes the enemy (same effect as Shield break) for 0.5 seconds x 0.5 seconds for every half of Final Destination. The ball has a cooldown of 25 seconds, if the move is used while the ball is recharging, Scout with swing his baseball in the same manner except this time it reflects oncoming projectiles e.g. Link's Arrows.
Sandman ball stuns peak at 2.5 seconds.
Final Smash form: The Sandman ball is instantly fired and travels straight forwards until it hits an enemy, the enemy is stunned for the maximum amount of time.

Side B: Pistol
The Scout quickly whips out his pistol and shoots 3 bursts in quick succession, the move does 10% each shot base and stales extremely quickly to prevent spamming.
Final Smash Form: The Scout uses the Winger instead of the Stock pistol and shoots 5 bullets that deal 15% damage each and does not stale.

Up B: The Atomizer
Scout brings out The Atomizer baseball bat and swings it performs an overhead downwards slam with it, the bat is swung with such force that it acts as a triple jump and purple smoke appears under The Scouts feet, the move greatly spikes opponents however using the move exhausts the scout. The jump is much larger then the regular jumps. The move hits 20%.
Final Smash Form: The Scout does not exhaust when The Atomizer is used and instead gains an extra normal jump.

Down B: Mad Milk
The Scout throws down mad milk beneath him, the Jar of questionable liquids falls until it hits an enemy or the ground, enemies are covered in the substance for 2-5 seconds based on their percentage, the more damage taken the greater the duration. 40% of the damage done by Specials come back to the Scout as Healing.
The Scout throws the usual Jar of Mad Milk, only this time the damage he deals returns back as 60% healing and is not restricted to Specials.
Final Smash: Bonk! Ultimate Punch!
The Scout drinks a white can of Soda named "Bonk! Ultimate Punch!" The Scout gains the effects of both Bonk! Atomic punch! and Crit-a-cola. The Scout is still affected but all damage inflicted on him deals no damage for 15 seconds and all damage the Scout deals is dished out as Mini-crit dealing 1.5x more damage then usual. All Specials are powered up and the weapons are different. The effect lasts 25 seconds. While in this form the Scout's weapons glow the same colour as his outfit, if the outfit is not team specific the Scout's weapon will glow an aqua blue by default as if on BLU team and he carries the Bonk! Atomic Punch! blur trail.

Pummel: The Scout punches the enemy in the gut for 3%.

Forward Throw: The Scout smashes his baseball across the enemy's face in a sped up form of performing the Atomizer and Sandman taunt, the attack hits for 20%

Back Throw: The Scout leaps on the enemies head dealing 1% damage, he then jumps off their head and gives them a strong kick in the back that hits for 11%.

Up Throw: The Scout throws the enemy above his head and blasts the victim with his scattergun, each pellet hits 2% and the Scattergun shoots 5 pellets in a wide arc, at least two of the five pellets must land.

Down Throw: The Scout kicks the enemy down on the ground dealing 4% and then jumps on them with both feet dealing 8%, the stomp has weak knockback and a low arc.

Jab: The Scout swings a punch in a wide arc in front of him dealing 6% damage, Scout then proceeds to knee the enemy for 8% and then swings his baseball bat from left to right with both hands dealing 12%.

Forward Air: The Scout knees whatever is in front of him dealing 7% damage

Back Air: The Scout swings his baseball bat behind him hitting for 6%

Up A: The Scout performs a fast upwards swing with his baseball hitting the enemy for 9%

Up Air: The Scout performs a flip kick in the air dealing a small amount of 5% but can be used to juggle in further jumps

Down A: The Scout kicks his let out, any enemy caught in the attack have a 5% chance to fall over. Deals 6% damage

Down Air: The Scout does a forward flip in the air and swings his baseball bat during so. Hits 11% and has a light spiking effect

Side Smash: The Scout stands in a similar position to Ness and Lucas, only he has both feet on the ground. When the Smash attack is finished charging or let go he swings the Baseball Bat with the same speed as Lucas', his Smash attack hits 23% before quickly becoming stale.

Up Smash: The Scout looks directly up and loads a shell into his Force-a-Nature for the charge, the attack will either shoot one pellet if uncharged-50% charge and will shoot both pellets in one shoot with increased knockback and damage for the other 51%-100% charge. The uncharged shot hits up to 3% per pellet and 11 pellets are fired. If charged the Force-a-Nature shoots an extra 4 pellets on top of that with the same damage output. (15 pellets).

Down Smash: The Scout bends his knees and begins to charge a Baseball bat swing, when the charge is released or completed he swiftly swings his Baseball bat along the enemies feet knocking them downwards at a weak arc, can hit up to 24%.

Dash Attack: The Scout rugby tackles his opponent dealing 9% damage

Ledge Attack: (Healthy) The Scout quickly pulls himself up and quickly swipes his bat at the opponents feet for 7% damage.
(Weak) The Scout swings his baseball bat in a weakened manner before slowly pulling himself up the ledge. Hits 5%.

Dodge: The Scout side steps and ducks at the same time extremely quickly.

Side Dodge: The Scout dives into a roll with more ground covered then a standard dodge.

Stage Entry: A garage door prop appears on the stage and opens up, The Scout readies his bat and walks out the gate.

Victory Pose #1: The Scout drinks a Bonk! Atomic Punch, throws it into the air, and hits it with his bat.

Victory Pose #2: The Scout leans back a little and puts his arms out and forms a square with his fingers, as though his hands were a camera lens (Director's Vision).

Up Taunt: The Scout jogs in place, checking both his neck pulse and an imaginary watch while saying: "I'm runnin' circles around ya!", "I'm not even winded!", "Alright, I feel good!".

Side Taunt: The Scout spreads his arms and makes a quick downward motion while saying: "Hey, kucklehead, I'm talking ta you! Bonk!", "Yeah, why don't you come over and say that to my face, tough guy? Bonk!", "Hey, is someone keeping trakc o' my heads batted in? Boink!", "Who wants some-a this? Bonk!". If the Scout has used The Sandman or Atomizer withing five seconds before taunting, he performs the Home Run taunt and if it lands the enemy takes 1% damage and flinches. (Works the same as Luigi's taunt kick)

Down Taunt: Laughs (Schadenfreude). Upon holding the Down Taunt the Scout will raise his and in the high-five position. Any team mate that taunts in front of him while he is holding up his hand will high-five the Scout.
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Assassin's CreedAltaïr Ibn-La'Ahad Moveset

Originally posted by Mr. MR
Altaïr is a medium weight fast moving character with the ability to wall cling.
Overall faster than Ezio but not as strong.

Neutral B: Throwing Knives
Altaïr throws a knife. This is not a charge move. On the ground Altaïr throws a single knife parallel with the ground. In the air he throws it at a downward angle similar to Sheiks B in air. The projectile is quick, does fair damage, and has a small knockback.
Side B: Jump Assassination
Altaïr jumps either right or left and unsheathes his hidden blade. This can be used to cover horizontal “ground” in the air. If it hits the enemy it makes the Assassinate sound. It also drains the shield on a shielding enemy a lot more than other attacks. This move is quick, gives good damage and knockback. It also can spike if timed right.
Up B: Eagle’s Flight
Altaïr is launched skyward with a transparent blue eagle surrounding him (Similar to the Falcon Punch). The only direction it can be preformed is up. It is a great recovery that has a large ledge grab range. It is slightly slower than Marth’s Up B. This move will exhaust Altaïr and deal great damage and knockback.
Down B: Drop Assassination
If used in the air, Altaïr will quickly draw his hidden blade and drop downward. If used on the ground, Altaïr will flick his hidden blade out then back in if nobody is in front of him. If someone is in front of him while doing it he will grab them and stab them (assassinate sound effect) and lay them on the ground. The Air Down B has good damage and great knockback. The Ground Down B does some damage but can be chained if you can predict the enemy’s next movement.
Final Smash: Leap of Faith
The enemy has to be close and in front of Altaïr to be successful. Altaïr grabs the enemy and runs. At the same time the surroundings start dematerializing and materializing (Animus style) into the Assassin’s Creed world, more specifically on top of a tall building with a Leap of Faith ledge. As he approaches the ledge the hawk will take flight. Altaïr then jumps still holding on to the enemy. When they reach the haystack Altaïr rams the enemy into the ground landing in the haystack. The scene instantly is back normal and the enemy is sent flying up and at angle with extreme damage and knockback.
Pummel: Altaïr punches the enemy in the gut.
Forward Throw: Altaïr punches the enemy in the face.
Back Throw: Altaïr turns while throwing the enemy.
Up Throw: Altaïr throws the enemy up then throws a knife up.
Down Throw: Altaïr throws the enemy into the ground while drawing his hidden blade. Then he strikes the enemy (Assassinate Sound Effect) who’s on the ground.
Jab: Altaïr throws a couple of punches then on the final move he uses the hidden blade.
Neutral Air: Altaïr quickly unsheathes his sword, slashes both his front and back in one fluid motion, then quickly sheaths his sword.
Side A: Altaïr jabs strongly with his hidden blade.
Side Tilt: Altaïr quickly unsheathes his sword, slashes, then quickly sheaths his sword.
Forward Air: Altaïr quickly unsheathes his sword, slashes in front of him, then quickly sheaths his sword (similar to Marth’s Forward Air).
Back Air: Altaïr spins around and kicks.
Up A: Altaïr jabs his hidden blade up quickly.
Up Tilt: Altaïr quickly unsheathes his sword, slashes upward, then quickly sheaths his sword.
Up Air: Altaïr slashes above him with his hidden blade.
Down A: Altaïr quickly unsheathes his sword, slashes around him in one fluid motion, then quickly sheaths his sword.
Down Tilt/Crouch Attack: Altaïr kneels and swings his feet around himself (Similar to Samus’s Down A).
Down Air: Altaïr slashes below him with his hidden blade.
Dash Attack: Altaïr tackles the enemy. If no one is there, he recovers into a roll.

Ground Attack: Altaïr performs a kick-up, creating a small shock wave.
Ledge Attack Below 100%: Altaïr launches himself from the ledge, flips, and then kicks.

Ledge Attack Above 100%: Altaïr grabs the ground right before the ledge with his hidden blade and pulls himself up. If someone it there he will grab/stab there foot and throw them off the stage.
Stage Entry: Altair materializes (Animus style).
Victory Pose #1: Altaïr dematerializes (Animus style).

Victory Pose #2: Altaïr raises his arm and a hawk flies on it.
Up Taunt: A hawk flies around Altaïr.
Side Taunt: Altaïr waves around his blade, following it with his head.
Down Taunt: Altaïr pulls out his hidden blade and assumes a low fighting stance.
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Ezio Auditore da Firenze Moveset

Originally posted by Mr. MR
Ezio is a medium weight fast moving character with the ability to wall cling.
Overall stronger than Altair but slower.

Neutral B: Crossbow
Ezio loads and fires his crossbow. This move can be charged and the charged can be carried (likes Sheik’s B and unlike Link’s B). This move has amazing range when charged. It will not fire a bolt if it has no charge. It also has good damage, projectile speed, and knockback when fully charged.

Side B: Jump Assassination
Ezio jumps either right or left and unsheathes both of his hidden blades. This can be used to cover horizontal “ground” in the air (But not as far as Altair's Side B). If it hits the enemy it makes the Assassinate sound. It also drains the shield on a shielding enemy a lot more than other attacks. This move is quick, gives good damage (more than Altair's Side B) and knockback. It also can spike if timed right.

Up B: Eagle’s Flight
Ezio is launched skyward with a transparent blue eagle surrounding him (Similar to the Falcon Punch). The only direction it can be preformed is up. It is a great recovery that has a large ledge grab range. It is slightly slower than Marth’s Up B. This move will exhaust Ezio and deal great damage and knockback.

Down B: Incendiary Bomb
Ezio pulls a bomb from his pack. Much like Link’s Down B, Ezio can throw the bomb in any direction. Unlike Link’s Down B, these are smaller, faster, weaker, and have slightly greater range (Greater then Link's and less than Snake's B).
Down Tilt B: Smoke Bomb
Ezio pulls a bomb from his pack. This is much like the Incendiary Bomb except for a couple of things. When hitting an enemy on the ground, this attack does little damage, no knock back but stuns the enemy on contact. If it hits the enemy in the air, it will deal more damage, have small knockback, and no stun.

Final Smash: Apple of Eden
When used it goes to a quick cut scene: Ezio, while holding the Apple, will start walking towards the screen. Two duplicates will appear then two more. Then the cut scene ends. Ezio will come back to the stage with four level 7 CPUs. Each CPU has a timed life and each one can only take 50% of damage. If they are dealt 50% or their time runs out they will disappear.

Pummel: Ezio punches the enemy in the gut.

Forward Throw: Ezio punches the enemy in the face.

Back Throw: Ezio turns while throwing the enemy.

Up Throw: Ezio throws the enemy up then shoots them with his hidden gun.

Down Throw: Ezio throws the enemy into the ground while drawing his hidden blade. Then he strikes the enemy quickly one hidden blade then the other repeatedly for two seconds. The last hit will send the enemy in the air.

Jab: Ezio throws a couple of punches then on the final move he slashes with both of his hidden blades.

Neutral Air: Ezio unsheathes his hidden blades and spins around doing two attack on each side. One for each hidden blade.

Side A: Ezio jabs strongly with both of his hidden blades in one motion.

Side Tilt: Ezio quickly unsheathes his sword, slashes, then quickly sheaths his sword.

Forward Air: Ezio Jabs with both hidden blades in front of him.

Back Air: Ezio spins around and kicks.

Up A: Ezio jabs his hidden blade up quickly.

Up Tilt: Ezio quickly slashes with one hidden blade then the other in the up direction.

Up Air: Ezio slashes above him with his hidden blade.

Down A: Ezio quickly unsheathes his sword, slashes in front of him then behind him in two motions, then quickly sheaths his sword.

Down Tilt/Crouch Attack: Ezio kneels and flicks both hidden blades in each direction.

Down Air: Ezio slashes below him with his hidden blade.

Dash Attack: Ezio tackles the enemy. If no one is there, he recovers into a roll.

Ground Attack: Ezio spins his legs around tripping anyone close.
Ledge Attack Below 100%: Ezio pulls himself half way and then slashes with both hidden blades and flips up onto the stage.

Ledge Attack Above 100%: Ezio grabs the ground right before the ledge with his hidden blade and pulls himself up. If someone it there he will grab/stab there foot and throw them off the stage.
Stage Entry: Ezio materializes (Animus style) while flying Leonardo Da Vichi's Flying Machine. He lets go and the Flying Machine dematerializes.
Victory Pose #1: Ezio dematerializes (Animus style).

Victory Pose #2: Ezio flips a knife then catches it in his hand over and over.

Up Taunt: Ezio flicks both hidden blades out stands completely upright facing the screen with his hands a foot from his waist (palms facing screen).

Side Taunt: Ezio checks and loads his hidden gun.

Down Taunt: Ezio throws gold coins at the ground.
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Ratonhnhaké:ton (Connor Kenway) Moveset

Originally posted by Mr. MR
Ratonhnhaké:ton, the life scratcher, is a half Native American assassin who lived during the American Revolutionary War. He grew up in the Kanien'kehá:ka village where he learned to hunt. Fate later led him to join the Assassin's Brotherhood. He was trained by former assassin Achilles Davenport in the ways of the assassin and gave Ratonhnhaké:ton the English name Connor. He spent most of his time fighting the Templars, more specifically, he was seeking revenge.

Connor is a medium weight character who is a little taller than Marth and a little bit smaller than Ganon. He can wall cling but cannot crawl. Connor is can run pretty fast and can attack fast. Overall, Connor is in the middle of Altaïr and Ezio in both speed and power but his tomahawk range is a little shorter than their swords.

Neutral B: Bow
Connor pulls out his bow and fires an arrow. This move can be charged and the charge cannot be carried. This move can be angled but not like Pit's arrows. Connor's bow can be angled in any angle only in the direction he is facing excluding completely up and completely down. When fully charged this move has a range of a little less than 1.5 Final Destinations. This move deals good damage, has great projectile speed, and dishes out good knockback when fully charged. When not full charged the arrow goes about half of Final Destination and it could possibly go more depending on the angle it was fired.

Side B: Jump Assassination (Hidden Blade)
Connor jumps either right or left (depending on the direction pressed) and unsheathes both of his hidden blades. This can be used to cover horizontal “ground” in the air. If it hits the enemy it makes the Assassinate sound. It also drains the shield on a shielding enemy a lot more than other attacks. This move is quick, gives good damage and knockback. It also can spike if timed right.

Alternate Side B:

-------------------------------------------------------- Side Tilt B: Jump Assassination (Tomahawk)
Connor jumps either right or left (depending on the direction pressed) and draws his famous tomahawk. This covers less ground than his Side B but it does more damage and does greater knockback. However this move does not spike and does not possess a shield breaking ability.
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Up B: Eagle’s Flight
Connor is launched skyward with a transparent blue eagle surrounding him (Similar to the Falcon Punch). The only direction it can be preformed is up. It is a great recovery that has a large ledge grab range. It is slightly slower than Marth’s Up B. This move will exhaust Connor leaving him vulnerable in the air and deal great damage and knockback.

Down B: Shard of EdenWarning! This move contains minor spoilers. Read at your own risk.
A piece of First Civilization technology which previously belonged to the infamous Captain William Kidd. This ring protects Connor from projectiles ranging from Link's arrows to Fox's lasers to Solid's rockets to Samus' rockets and lasers. Connor puts his hand up and reflects the projectile. If timed right it will reflect the projectile right back at the opponent. This move can be done indefinitely but that would be unwise because it leaves Connor open for a melee attack. Just holding it will reflect the projectile in any direction. When reflecting a yellow shield will flash over Connor. This move also has the ability to move an opponent back a little in its first seconds.

Alternate Down B:

--------------------------------------------------------Down B: Snare
Connor bends down and sets up a snare. Any opponent who steps on it will be stunned for three seconds giving Connor enough time to land an attack. This attack does no damage and knockback. Furthermore Connor must be on the ground to perform it. The snare will not affect the user but a team mate will be affected. Opponents can remove the snare by attacking it. Connor can only have one snare out or one trip mine out at a time.

Down Tilt B: Trip Mine
Connor bends down and sets up a trip mine. Anyone who steps on it will set off an explosion. The explosion has an impressive blast radius and does good damage and knockback. Connor must be on the ground to perform it and he can only have one trip mine out or one snare out at a time.
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Final Smash: The Aquila, Ghost of the North Sea
Connor instantly disappears in a flash (Animus style) while the whole screen is flashing like a desynchronization. A short cut scene is played where Connor is on his ship the Aquila. Connor will be in his sea captain's uniform and will stride to the helm of his ship. The crashing of waves, the sounds of seagulls, and the hustle of his men can be heard. Once Connor is at the helm of the Aquilla he looks over the starboard side and sees the stage which he was on just a moment ago. He gives the order to bear the starboard guns. The player controls two types of cannons; the swivel guns and the broadside guns. There will be a white aiming target for the swivel guns and white lines are visible connecting the swivel guns to the aiming target. For the broadside guns, there will be a white flashing area of the stage which indicates where the broadside guns are aiming. The left stick controls the swivel guns aiming target and the right stick controls the broadside guns target area. This Final Smash lasts for thirty seconds. The swivel guns reload faster than the broadside and deals amazing damage and knockback. Both types of cannons aim independently. The broadside has the chance of firing one of three types of shots each time the broadside is fired. There is a fifty percent chance that the broadside will fire the normal round shot. The round shot is the typical type of cannon ammunition. The opponents on the stage have the chance to dodge the rounds. However it is difficult to do so as they travel very fast. The round shot deals amazing damage and knockback. The second type of shot, grapeshot, has a thirty percent chance to happen. It is impossible to dodge these and it deals great damage and knockback. The third type of shot, hot shot or heated shot, has a twenty percent chance to happen. These can be dodged but any opponent in the area of a hot shot will be dealt fire damage. The hot shot deals extreme damage and knockback. After the thirty seconds the ship will disappear Animus style and Connor will fall from the top of the stage in his usual attire.

Grabbing: Connor throws out a rope dart and pulls the enemy towards him. This is a long ranged grab similar to Link's grab and Samus' grab. This will also work in the air, making it an effective Z-air and a recovery option. Has a long ending lag making this move punishable but it does have a shorter ending lag when it is used when Connor is running.

Pummel: Connor punches the opponent in the gut.

Forward Throw: Connor jumps and kicks the opponent with both feet sending the opponent forward. This move will KO at high percents.

Back Throw: Connor turns and throws the opponent over his shoulder.

Up Throw: Connor tosses the opponent skyward.

Down Throw: Connor throws the opponent into the ground and draws his pistols. Then he fires two shots into the opponent sending him forward and upward.

Jab: Connor swings his tomahawk from up to down at a slant. This first move stuns the opponent giving barely enough knockback to keep him there. On the next strike, Connor slashes horizontally with his tomahawk dealing good damage and knockback.

Up Taunt: Connor pulls out both pistols and crosses his arms in front of his chest.

Side Taunt: Connor pulls out his bow and tests the string by pulling on it.

Down Taunt: Connor takes off his hood and examines the ground for clues.
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Warner BrothersBatman Moveset

Originally posted by Mr. MR
Batman is a heavy character and the size of Snake. He can glide even though he can only double jump. Batman can crawl but not on his stomach. He is a quick runner and quick attacker. And he can wall cling.

Neutral B: Horizontal Batclaw
Fires the Batclaw horizontally and retracts. This is a charged attack. The more you charge it the farther it will go and more damage and knock back. This can also be used as a recovery move. If used as a recovery move you can press jIf an enemy is hit with the Horizontal Batclaw he will be pulled in. Here Batman will do an automatic attack depending on which direction you push when he is grabbed. It has great knock back fully charged, great range (a little more than ¼ of Final Destination), quick, and retracts quick.Pushing Nothing: Batman will punch the enemy as he is coming in.Pushing Forward: Batman will jump and kick with both legs as he is coming in.Pushing Backwards: Batman will roll on his back and kick the enemy once he is there.Pushing Up: Batman will uppercut him as he is coming in.Pushing Down: Batman will throw a quick smoke pellet when he is there.Pushing Nothing in Air: Batman will punch him as he is coming in.Pushing Forward in Air: Batman will kick him with both legs angled down as he is coming in.Pushing Backwards in Air: Batman will yank the line sending him behind BatmanPushing Up in Air: Batman will flip and bicycle kick him as he is coming in.Pushing Down in Air: Batman will hammer him down as he is coming in.

Side B: Batarang
Throws a Batarang. Like Samus’ Missiles it is different when tilted. This attack can be angled up or down. If it hits the ground it gains a small bounce. Good speed, small knockback, Wolf’s laser range, and small damage.

Tilted Side B: Explosive Batarang
Throws an explosive Batarang. They move much slower than the normal Batarang but it explodes on contact with a person. If they hit the ground it will go off in a second. They will explode when flying for a certain amount of time. This move is good for controlling the stage. More damage, better knockback, less range.

Up B:Batclaw Recovery
Fires the Batclaw in an upwards direction then retracts it. Much like Zamus' Up B Batman’s is used in long recovery and can drag the enemy downward. The difference is when the Batclaw hits a person or the ledge you can hit jump and it will launch Batman skyward. It does little damage (anti ledge-hoggers) and has small knockback to those who ledge hog.

Down B: Smokescreen
Throws a smoke pellet at the ground. Does little damage, no knock back, and stuns the enemy for a second. Can be used in air. If done in the air, the pellet will travel until it hits something. If it hits someone who is in the air it will deal more damage, have small knockback, and no stun.

Final Smash: Battle Armored Tech (B.A.T.) Mode
Based of Arkham City Armored Edition, Electricity comes of Batman as he enters BAT Mode (more details as the game progresses). Batman has increased speed, damage output, and knockback.

Batman’s grab is a normal grab.
B + Grab is his Batclaw grab. (B is not need for his Z-air)

Pummel: Headbutts the enemy. Can only do a maximum of 3 headbutts before release.

Forward throw: Batman grabs the opponents head and rams it down. As he is doing this he jumps up and knees him in the head.

Backward throw: Rolls on his back and kicks the enemy. Sends the enemy back at an upward angle.

Up throw: Uppercuts them sending them up at a forward angle.

Down throw: Throws the enemy on the ground then punches him sending them down to be thrown up.

A/Jab Combo: First punch is a small stun, then 5 really quick jabs then a strong punch. The quick jabs deal 1% while the stun punch deals 2% and the strong punch deals 5%.

Side A: Batman rushes forward with a strong punch.

Side Tilt: Batman kicks forward like Ganon’s Side Tilt but faster.

Up A: Snake’s Up Tilit

Up Tilt: Puts his leg up then down like Samus’ Up Tilt

Down A: Sweeps his cape in front of him, stunning the enemy for half a second.

Down Tilt/Crouch Attack: Batman sweeps his legs under the enemy making them trip.

Originally posted by Bodine(Note: the original post has more pictures)
Mechanics: Spidey is a very unique brawler. From his Spider-Sense special move, to his ability to tether to literally anything, to his wall crawling.

Neutral B: Web Shot
Spidey shoots a ball of webbing about half the distance of Final Destinations playing field. When it hits, it does no damage, but will in case the enemy in webbing, immobilizing them for a short time. The time can be extended briefly if the foe is hit with two or three consecutive web shots. After three hits the web shot has no effect.

Side B: Spider's Sting
Spiderman leaps forward in the direction of the players choice. While in mid leap, he is invulnerable to attacks. At the end of the leap he does a swift, powerful downward swing with his fist, with blade damage. It causes a whole 13% damage and can be used as a meteor smash. Note that if in mid air when doing this attack he does not move horizontal and only swings his fist. But after the punch there is an option for a special follow up attack. If up is pressed during the punch Spidey will use both of his legs in an upward kick launching his foe in the air, which can be further followed up with Spidey jumping up to the enemy and launching a full air combo if up is selected again during the kick. If down is selected during the initial punch, Spidey will spin a web around the enemy and use it to slam said foe on the ground again. This move can damage other enemies if they are hit with the foe caught in the webbing, causing an effect of Donkey Kong's head butt move.

Up B: Web Swing/Web Zip/Web Throw/Web Tether/Web Strike
B up for Spidey is very versatile. When selected he pauses briefly for time to select which direction to aim. After selected he shoots a line of webbing in that direction. From there the affects of the move vary depending on what the webbing hits. If it hits anything above him that's part of the stage, or if it goes off screen above, he can web swing, web zip, or web tether (only if hitting part of the stage or platforms, tether does not work if webbing goes off screen). Web Swinging is done when the webbing connects above Spidey and a horizontal direction is chosen. Spidey will hold onto the web line and swing in the direction, letting go and leaping forward. Web zipping is performed when the web line connects and the direction of where the web line is connecting to is selected. If the web line is connecting to something above Spidey he will jerk the line and go shooting in the same direction, making for a good third jump. Web zipping can also be used as an attack called web strike if the web line connects to an enemy. This can be used in any direction and is most effective if the enemy is below Spiderman. Spidey will web zip to the enemy and give a powerful kick upon reaching the enemy. Web tethering is performed when the web line connects to something above Spiderman and then the blocking button is pressed. Spidey will hang them upside down in the spot he was when the command was given. Web throw is performed if the web connects to an enemy at any direction and the physical attack button is pressed. Spidey will pull the enemy to himself, swing them around and launch them back at the direction they came from. Also note the move can be used to grab far away items. If web throw is executed upon the web line hitting an item Spidey will pull the item towards himself and hold on to it.

Down B: Spider-Sense
Spiders sixth sense kicks in when down b is selected. After pressing it, three wavy green lines appear above his head for a split second. After that nothing happens, until he is attacked. The spider sense is meant for an automatic counter that can be set before hand. It only works once though after using spider sense. But if pressed twice the lines become yellow and its good for the next two attacks. If pressed three times the lines turn red and its good for the next three attacks. If the attack is a physical projectile Spidey will throw it back at the enemy. If its an energy or fire projectile he will simply dodge it. Any physical attack will be countered.

Final Smash: With Great Power...
Spidey's Spider Sense goes off. He launches to all corners of the screen, back and forth creating a large spider web. Anyone caught in the web are completely immobile for the duration of the attack. He then quickly crawls along the web OHKOing anyone caught in the web. Also, if anyone manages to avoid being caught in the web they won't be affected, but if they make even the slightest move after the final smash was activated Spidey will lock on to them and OHKO them, as a reference to the way an actual spider web works with a spider sensing vibration in the web.

Taunt 1: Spidey points forward and says one of the following lines: "Does whatever a spider can!", "With great power comes great responsibility!", "Dude, you suck!", "My Spider-Senses are tingling!" All sayings are also quoted in a speech bubble that appears above Spiderman.

Taunt 2: Spiderman looks around rapidly as his Spider-Sense goes off.

Taunt 3: Spidey pulls out a camera and snaps a photo for the Daily Bugle.

Now as anyone will know, a big part of Spidey's history is the entourage of costumes he has worn over the years. To view them, go to the original post by clicking the link right above his picture.
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Neutral B: Bow
Steve pull out a pixilated bow and fires a pixilated arrow. This attack can be charged and the charge cannot be carried. If you walk near one of the arrows while it is stuck in the ground you will pick it up. It does good damage and knockback.

Side B: Block Throw
Steve throws a random block. The block does damage in its flight. Only a maximum of two blocks can be placed at one time. Once on the ground it stays there until broken or a minute has passed since using the move. Blocks cannot damage other blocks. Blocks can be thrown one on top of the other.

Glass: Has a 5% chance to be thrown. It takes one hit to destroy it. Lasers can pass through it but it will be angled randomly (this includes straight through).

Sand: Has a 30% chance to be thrown. It takes one hit to destroy it.

Dirt: Has a 30% chance to be thrown. It takes two hits to destroy it.

Cobblestone: Has a 20% chance to be thrown. It takes three hits to destroy it.

Stone: Has a 10% chance to be thrown. It takes three hits to destroy it.

Cactus: Has a 3% chance to be thrown. It takes four hits to destroy it. Damages an opponent who touches it.

Obsidian: Has a 3% chance to be thrown. It takes seven hits to destroy it.

Up B: Power Rails
Steve pops into a mine cart and lays down a couple of power rails launching Steve in the air turning the mine cart and the power rails into mini floating versions that can be picked up by Steve. This attack will exhaust Steve. It does good damage and small knockback.

Down B: Crafting
Steve puts down a Crafting Table and manufactures weapons and armor. It takes as much time as Zelda’s Down B.

Before Crafting: No armor and wooden weapons. Does not reduce damage taken nor raises attack.

Crafting Three Times: Golden armor and golden weapons. Reduces damage taken and raises attack by 1/4.

Crafting Four Times: Diamond armor and diamond weapons. Reduces damage taken and raises attack by 1/3.

Final Smash: Creative Mode
When used the Minecraft pause menu will appear. The option “Save and quit to title” will be selected. On the title screen, the yellow letters will say, “Now with even more Smash.” The option “Play game” will be selected. Then the world (which is the stage’s name) will be selected and Creative Mode will be selected. Steve will be able to fly and drop TNT on the opponent’s heads by pressing B. He will also heal 3% every one second. All his attacks are doubled in damage and knock back and he will already be wearing diamond armor and wielding diamond tools. After 45 seconds he will be back to normal but keep his diamond armor and tools. TNT does great damage and amazing knock back.

Pummel: Steve headbutts the opponent.

Forward Throw: Steve kicks the opponent forward.

Back Throw: Steve turns and throws the opponent.

Up Throw: Steve launches the opponent up.

Down Throw: Steve drops the opponent then drops his inventory on the opponent. The last thing to be dropped is a larger than usual gold bar, knocking the opponent up. The items can be picked back up (for no reason at all).

Jab: Steve throws a punch.

Neutral Air: Steve swings his axe back and forth.

Side A: Steve draws his sword back and swings hard.

Side Tilt: Steve swings his gardening hoe.

Forward Air: Steve swings his pick from bottom to up at an angle.

Back Air: Steve spins and hits the space behind him with his shovel.

Up A: Steve stabs the space above him with his shovel.

Up Tilt: Steve will swing his gardening hoe in an arc.

Up Air: Steve flips with his axe in hand.

Down A: Steve spins while holding his pick at a downward angle.

Down Tilt/Crouch Attack: Steve swings his gardening hoe under the opponents making them trip.

Down Air: Steve slashes the space below him with his sword (spike only for gold or diamond).

Ground Attack: Steve swings his shovel both front and back while getting up.

Ledge Attack Under 100%: Steve pulls himself up quickly, while swinging his sword.

Ledge Attack Over 100%: Steve pulls himself half up, swings his axe and pulls himself all the way up.

Stage Entry: Steve digs his way up and on to the stage.

Victory Pose #1: A creeper standing behind Steve will poke his head over Steve’s shoulder. Steve will look over his shoulder just when the creeper looks over his other shoulder. The creeper starts to hiss and Steve jumps around sweating. The creeper explodes sending Steve out of the picture. A crater will be made with small floating block inside it.

Victory Pose #2: Steve trips and all of his inventory falls out.

Up Taunt: A small tree pops up. Steve takes his axe and viciously cuts the tree down.

Side Taunt: Steve pulls out his gardening hoe and tills the ground. A small plant pops up and turn into mini floating blocks.

Down Taunt: A bunch of mini creepers run around his legs. Steve waves his arms around sweating. The mini creepers explode and Steve falls backwards.
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The Elder ScrollsDovahkiin Moveset

Originally posted by BodineNeutral B: Fus Ro Dah!: Use Fus by holding down the B button to charge the attack. Releasing the button will unleash Ro and Dah, the Unrelenting Force. The attack unleashes a dragon shout from the Dovahkiin’s mouth, a shock wave with an incredible knockback and 13% damage.

Side B: Fire Bolt/Lightning Bolt/Ice Spike
The spell casted is randomized, and each have the same projectile speed and distance and do the same 6% damage, but their effects are different. Fire Bolt does fire damage, when the target is hit, they catch fire and take 2% damage every second. The more they move after catching on fire the shorter the effect last. Standing still lets the effect last a whole 13 seconds. Lightning Bolt deals electric damage and temporarily causes several 1% damage causing fast and consecutive flinching. Ice Spike deals ice damage and slows the targets movement for a short while, similar to the clock item but not to as extreme of a speed change.

Down B: Switch Equipment
The Dovahkiin starts out in fights with a sword and shield, but when using this move he un-equips the shield and equips either another sword, a battle axe, or a mace in the other hand. The weapon choice is pure asthetic but switching changes up the Dovahkiin’s standard moveset to focus on longer combos. Using it again changes his weapons out to either the greatsword, the waraxe or the warhammer. These weapons, once again the only difference between them are aesthetics besides the fact that the warhammer does blunt damage instead of blade damage, focus less on speed and length of combo and more on power hits and strong knockbacks. Switching again will bring out a bow and arrow, good for one shot then automatically change back to the sword and shield.

Up B: Wuld Na Kest!
Also known as Whirlwind Sprint, this dragon shout allows the speaker to shoot his body rocketing in the direction he shouts. This move can be used to shoot the Dovakhiin upward as a third jump, or in another direction to close or increase distance between him and his enemies. This move does no damage, but temporarily stuns those who are met with Dovahkiin during the Wuld Na Kest shout.

Final Smash: DragonrendThe Dovahkiin resorts to a desperate move and attract the all powerful evil dragon Alduin to the battlefield. When he nears the Dovahkiin uses the human made dragon shout created to destroy dragons by making them grasp the concept of reality, Dragonrend. He shouts this in The dragons language. "JOOR ZACH FRUL!!!" This causes a disorentend Alduin to crash land onto the stage. Before Dovahkiin can be attacked by the powerful beast, Dovakhiin shouts "FEIM ZII GRON!!!" (Become Ethereal) a shout that transforms the Dovahkiin into a spirit like form that can be harmed by no one, nor do anyone harm, leaving his opponents to be the only ones left to face Alduins wrath. Alcuin, still being effected by Draginrend, panics and unleashes all his moves onto the opponents on the field. Bites, tail swipes, fire breath, and his powerful shouts. He may use Unrelenting Force to push players off the stage, or Call to Meteors to summon stones from the heavens down upon the enemies. (Similar to PK Starstorm via Ness) when Alduin regains his strength back he swoops the stage in flight as one final attempt to slay his foes and flies off into the distance. Shortly afterward the Dovahkiin fades back into existence to continue his battle.
Old Final Smash

I use to be an adventurer...
When activating the final smash, a random arrow from off-screen shoots into the Dovahkiins knee, causing him to unleash an overpowered Fus Ro Dah in pain in a 360 degree radius, knocking any and all enemies out of the ring, no matter where they are on the stage or how their damage is. Its completely impossible to dodge and guaranteed to knock all enemies off stage. Then the Dovahkiin pulls the arrow from his knee and limps off stage, renouncing his status as an adventurer. When he leaves the stage and returns home the rounds end no matter if anyone has lives left or if there is still time on the clock. Dovakhiin is automatically considered the winner for being a champ and taking an arrow to the knee.

Taunt one: Dovakhiin summons a flame antronarch that does a flip in the air and disappears.

Taunt two: Dovakhiin stands at a proud pose as the sound of leveling up is heard.

Taunt three: Dovakhiin looks around in awe as a dragon soul surrounds him and is absorbed into his body.
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MadWorldJack Cayman Moveset

Originally posted by BodineNeutral B: Chainsaw Punch
Jack charges the punch when holding B. When he punches, his chainsaw pops out of his arm for extra damage. How powerful and how far the chainsaw sticks out depends on how long the B button is held.

To make this attack unique, you cannot charge it, then hold it to walk around, the release. It really is fusing the best and worst of both worlds between Cpt. Falcons Falcon Punch/Gannons Dark Punch and DKs Wind-Up Punch. The longer you hold it, the stronger the punch, but youre not moving till you punch, but you can release it sooner incase you need to move.

Side B: Mandart
It starts off with Jack reaching out. If he grabs someone, he spins around and throws them forward. Whats so special? Well for starters its a very long distance throw and if the enemy is thrown into a wall or the ground the damage is double that of the usual wall/floor/ceiling contact damage. But the true beauty of this attack is, if there are any other enemies on the map Jack will aim for them and hit them with the thrown enemy. That is if they are in Jacks "line of sight" which is anything infront of him within a certain distance and at 75 degrees or less of an angle above or below Jack. The name of the attack is based off of the Mandart event you participate in MADWORLD.

B Down: Bury the Hatchet
Jack grabs the enemy and pounds them downward, sticking them in the ground. Any other character that gets hit by the victim character on their way down will be forced into the ground aswell. (Note: Both B down and B over are technically grab attacks and can be fought againts if Jack doesn't issue the throw fast enough)

B Up: Revin' Up
(*downward meteor smash here*)
Jack jumps up with his chainsaw extended outward. When he reaches the peak of his jump he swings the chainsaw arm downward with great force.

Final Smash: It’s a Mad Mad World Afterall
Jack gets the smash ball. You hit B. Then you hear Jack say, "Let the games begin."
Suddenly, props sprout up on the stage. Sign posts suddenly grow from the ground, giant spikes appear on some of the walls (This is known in MADWORLD as the "rose bush"), Barrels show up laying on the ground. As the man said, let the games begin. Only Jack can interact with these new items. The signpost can be ripped out of the ground, but since this is Super Smash Bros., instead of Jack stabbing through someones face, he just uses it like a golf club. Fore! They gone baby! The rose bush is for throwing enemies onto, but instead of them being stabbed onto it, they hit it, take damage, and go hurtling the oposite way. The tin barrels are for throwing at enemies, and act a lot like the barrels already in the game, but always empty and causes a one-hit-kill.

JabFirst Jab: punch with normal handSecond Jab: outward kneeThird Jab: after hitting with the knee, he further extends the leg to make a kickFourth Jab: Elbow with the mechanical arm

Side A: raises mechanical hand to charge, when released he brings it down like hes hitting them ontop of the head with the side of his fist.

Side Tilt: forward motioned elbow with mechanical arm.

Up A: Uppercut with mechanical hand, using chainsaw.

Up Tilt: upward swat with normal hand

Down A: Crouches and spins once with his chainsaw hand.

Down Tilt: low kick

Up Taunt: Lights a cigarette

Side Taunt: Revs up chainsaw

Down Taunt: pops neck bones, you know, like how all the movie badasses do.
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Killer Instinct
Fulgore Moveset

Originally posted by The StormSpecial Abilities: Fulgore, being made of metal, takes 5% less damage from all physical attacks. In contrast, he takes an additional 10% of damage from any electrical or fire based attack.

Neutral B: Laser Storm: Fulgore charges electrical energy for 3 seconds max. At minimum charge, it shoots one short lightning blast that travels all the way across the screen. At max, it shoots three lightning blasts consecutively. They travel very fast, about as fast as Falcos Laser. Each laser blast deals 7% damage and .75 second stun.

Side B: Cyborg Rush: Fulgore dashes forward, knocking anything he hits out of the way and dealing 7% damage. Does no knockback, but makes the opponent collapse if hit.

Down B: Lightning Field: Fulgore showers himself in a field of lightning that remains around him for 1 second. If timed correctly, this field can deflect any projectile. If it hits an opponent, it deals 3% damage and good knockback. 1 second recovery time after this move is used.

Up B: Cybertronic Uppercut: Fulgore spins upward with his fist swirling above him in a corkscrew motion. Travels as high and fast as Sonics up B. If opponent(s) are caught in this attack, they are consumed in the corkscrew motion and are carried up to the top of Fulgore's attack, dealing 14% damage and good knockback. After using this, Fulgore enters freefall mode and cannot use it again until he touches the ground.

Final Smash: Ultimate Plasma Storm: Fulgore jumps into the center of the screen, suspended by the jetpacks on his feet, then spins wildly, firing off small but fast plasma beams in random directions. These beams are about as fast and as long as Falco's laser, and he shoots 25 of them consecutively in completely random directions. Each beam that hits causes 15%% damage, and medium knockback. This Final smash lasts 10 seconds.
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Dragon BallGoku Moveset

Originally posted by The StormNeutral B: Charged Kamehameha Wave
Charges like Samus, except can charge while falling also. Very low range, about the same range as Lucas' PK Fire. Does 9-17 damage, from minimum to maximum charge. Has immense knockback.

Down B: "Now Im TRULY Angry"
Goku gathers energy, and transforms into a Super Sayian. All of Goku's attacks get 5% extra damage to them plus extra knockback. Goku gains 3% damage every second he remains a Super Saiyan to his Damage counter as a negative effect. Performing the move again retards him back to his normal form.

Up B: Instant Transmission
Much like Mewtwo's teleport attack, Goku instantly teleports to the direction pointed, the same distrance as Zelda's "Faerors Wind". Goku is temporarily invincible in between the teleport distance. He gains 5% damage immediatly once this move is used.

Final Smash: Spirit Bomb
If Goku turns Super Saiyan without the negative effects. From point used, Goku gathers energy the size of Ganon Beast (Ganon's final smash) and throws it straight across the stage. Any on the receiving end of this attack are pushed with it out of the ring, no damage.
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Broly, the Legendary Super Saiyan Moveset

Originally posted by The StormSpecial Abilities: Broly naturally sheds off damage, meaning any move or item that strikes him has its damage reduced by 5% and less knockback than normal. In contrast, Broly is the slowest character in the game.

Neutral B: "Kakarot....": Broly explodes with power, surrounding himself with a green barrier than repels all opponents, causing them to endure 10% damage. It has a .75 second charge up time. Also, this barrier does not repel objects, only energy.

Side B: Gigantic Hammer: Broly charges power for 1.3 seconds, creating a green barrier around him, then blasts forward at blasting speed. He travles the distance of Ike's Side B when it is fully charged, and repels anything he hits into. This attack causes 10% damage, and only hits once. Has great knockback.

Down B: Meteor Cannon: Broly charges energy in the ball of his hand, then whips it forward at dangersous speeds. It charges for a maximum of 3 seconds. At minimal charge, it deals 5% damage with low knockback. Fully charged, it deals 25% damage and massive knockback. Broly also drops a weight class after using this move, making him easier to knock back.

Up B: "My Power is Rising....Overflowing....": Broly surrounds himslef with his green shield and explodes upwards, travelling the distance of Sonics up B. If hit at the beginning of this move, those struck sustain 15% damage an immense knockback. If hit otherwise, they sustain 8% damage. After using this move, Broly enters freefall mode.

Final Smash: Omega Blaster: Broly travels to the upper right hand corner of the stage, while charging a powerful blast in his hand. When he reaches the corner, he screams, mad with power, and throws a small green ball onto the corner of the stage. As soon as it hits the ground, it becomes the size of Giga Bowser, and quickly shoots across the stage. If it hits any one character, it hits them all. It enters a cutscene, then, whomever can mash buttons the fastest wins the beam fight. If Broly wins, he shoots three more Omega Blasters onto the original one, causing it to explode and cause 250% damage to all characters except himself, with immense knockback.. If the opponents win, however, the ball is shot back at Broly, exploding on him and causing 200% damage plus massive knockback to himself.
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Cell Moveset

Originally posted by The Storm
Semi-Perfect Cell is the only form available to start with. His Final Smash MUST be performed in order to play as Super Perfect Cell.

Neutral B: Life Absorbtion
10 second charge (cannot be used unless fully charged) When charged, can be used at any time by pressing the same button once. Cell's tail extends from his back and quickly stabs the opponent, dealing 25% damage to them and recovers 25% damage. Has a 1.5 second delay to hit. Has the same reach as Lucas' Pk Fire.

Forward B: Instant Rocket Punch
Can be charged a maximum of 5 Seconds. Cell teleports forward, punching the first thing he comes in contact with in the stomach. 2 second stun dealt to target. Has same reach as Ike's Forward B, charged and uncharged. Deals 5% damage.

Down B: Perfect Barrier
No charge: A quick purple blast all around Cell, repels all opponents and projectils. Has the same reach as Ike's "B" move (fully charged). The catch is, Cell still takes damage from whatever attacks, projectiles and physical moves, that were pushed away with this move. Causes knockback to opponents, no damage.

Up B: Instant Transmission
Same as Goku's Up B.

Semi-Perfect Cell Final Smash: Cell grows bigger and bigger, about the size of Jigglypuff final smash; then explodes. Does massive damage, lower knockback than a normal punch. Cell MUST sacrifice one life. (this counts as a suicide in all types of Brawl) Cell then returns as Super Perfect Cell. All Cells moves gain a 5% damage increase, but no additional knockback. Also, this Final smash can only be used once per round.

Super Perfect Cell Final Smash: Ultimate Full-Power Kamehameha
Cell gathers power, and lets loose an enourmous Kamehameha slowly across the field. Any that touch this beam get 30% damage on impact, plus 15% damage for each additional hit (has roughly 5 hits from start to finish) plus monstrous knockback. Basically, any hit by this attack suffer instant KO (can only be used when in Super Perfect form).

Originally posted by The StormNeutral B: Force Wave
Darth Vader charges Force energy in his hands for a maximum of 3.5 seconds. When fired, it travels the entire distance of the screen. At minimum charge, it deals 3% damage and good knockback. At maximum charge, it deals 7% damage and unbelievable knockback.

Side B: Force Grip
Can only be used if the opponent is in the air. Reach is that of Lucario's Side B. When it hits, it suspends the foe in the air for 3 seconds, dealing 5% damage per second. The foe is stunned for the entirety of the move's usage. After the damage is dealt, you can choose which direction to throw the opponent via the control stick and the release of the B button. Grip lasts as long as you hold the B button, but only does a maximum of 5% damage. When a direction is chosen, Darth Vader uses the Force to launch the opponent in that direction with good knockback. After this moves usage, Darth Vader has a 2 second recharge time before he can move again.

Down B: Lightsaber Throw
Darth Vader charges his Lightsaber for 2 seconds and then whips it in a circular motion that travels the distance of Link's Boomerang. Deals 14% damage on impact plus decent knockback. The saber then returns to Vader's hand.

Up B: Force Ascension
Darth Vader implies his power of the force and rockets in any direction via the control stick. Vader deals no damage to foes he comes in contact with, but deals good knockback.

Final Smash: "You Don't Know The Powa.... Of The Dark Side!"
Darth Vader says the quote, then charges energy for 10 seconds. During this time, damage can be dealt to him, but he takes no knockback, and this move cannot be stopped. When he reaches the 10 seconds, he releases his power, creating an explosive Force Hurricane that is able to be controlled by Vader. Now, Vader is invincible. The Hurricane fills the entire screen, and cannot be dodged through. If the Hurricane hits an opponent, it deals 350% damage, basically a OHKO. The Hurricane remains on the field for 5 seconds.
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Yu-Gi-OhYugi Muto Moveset

Originally posted by The_Storm
Yugi stands in the backround, Duel Disk in hand, and calls out commands and card names as one of 3 monster cards he controls interchange on the battlefield at the universal command of Down B special move.

Monster 1: Kuriboh!

Neutral B: Multiply: Kuriboh creates exact copies of itself that roam back and forth across the stage. They deal no damage, but move and mimic exactly what the player controlling Kuriboh does. They disappear when hit by an opponents attack. This move is chargeable up to 5 seconds, when released it produces 2 Kuriboh copies for every second it was charged for a maximum possibility of creating 10 Kuriboh copies at once. The Kuriboh copies, no matter how many are created, stay on the stage for 15 seconds, or until attacked. If Kuriboh uses this attack again while Kuriboh copies exist, they disappear instantly.

Side B: Rush Recklessly: Kuriboh glows green as Yugi activates the spell card Rush Recklessly. Kuriboh launches forward across the length of Falcos Side B after 1 second of charge. Deals 14% damage on impact.

Up B: Winged Kuriboh: Kuriboh sprouts wings on command and launches himself upwards the height of Sonics Up B, then slowly flows down and is impregnable during this decent. He still takes damage from attacks, but no knockback and does not flinch until he lands.

Monster 2: Celtic Guardian!

Neutral B: Leaping Swing: Celtic Guardian begins running forward as long as B is held down. When B is released, Celtic Guardian does a heavy double handed overhead swing that deals 25% damage and excellent knockback. Catch is, once the move is used, if Celtic Guardian is hit while running in this state, he automatically goes into a Broken Shield state and is immobilized for 3 seconds helpless.

Side B: Mirror Force: Yugi shouts as he activates a trap card and Celtic Guardian holds up his hand while an astral shield appears in front of it, reflecting any projectile attack dealing double damage. Mirror Force has a 3 second recharge after its use, successful or not.

Up B: Obnoxious Celtic Guardian: Can only be used once each time Celtic Guardian is on the battlefield. Celtic Guardian deals 25% damage to itself, then, until Celtic Guardian loses a life or switches out, if Celtic Guardians damage is less than his opponents, he takes no knockback from any attack except projectiles. He still takes damage from all attacks.

Side B: Thousand Knives: Yugi shouts and activates a spell card, while Dark Magician holds up his hand and begins shooting a continuous stream of knives the distance of 3 character lengths in front of him. The knives deal 3 damage per hit, and can shoot infinitely.

Up B: Mystic Box: Dark Magician must be level and facing the opponent, otherwise this attack does nothing and Dark Magician enters Freefall mode. Yugi yells as he activates a spell card, while Dark Magician and whatever unfortunate opponent he catches are sealed each inside their own box where they stand/fall. The players trapped in each respective box switch places and emerge, with the Dark Magician taking 30% damage upon exiting the box. In addition, when the boxes open, both characters enter Freefall mode.

Final Smash: Slifer, the Sky Dragon!
The screen goes dark as Kuriboh, Celtic Guardian, and the Dark Magician convene on the center of the battlefield. Lightning strikes as Yugi speaks and sacrifices his three creatures and in a burst of light, the enormous Slifer, the Sky Dragon is summoned into the backround of the stage. Slifer has 3 attacks, Neutral A will cause Slifer to shoot lightning from both his mouths horizontally, spraying from one side to the other with lightning the same size as Samus's Final Smash attack. This attack deals 40% damage per second and immense knockback. The block button will cause Slifer to claw whomever is in front of him, dealing 30% damage per hit and slight knockback. Finally, Neutral B causes Slifer to roar, the orb on his head to glow brightly, an then rain Blue Lightning vertically across the entire screen in a wave motion. This attack deals 80% damage on impact and immense knockback. The player can control Slifers location in the backround via the control stick. Slifer stays on screen for 15 seconds. Once Slifer leaves, Yugi's monsters reappear on the field. Using this final smash costs one life on activation. If losing this life would cause you to have none left, you cannot activate your final smash.
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Inspiration of this move set came from both Lute and Linde. Lute and Linde are both from Fire Emblem. Linde’s first appearance was in Fire Emblem: Ankonku Ryu to Hikari no Tsurugi (later remade into Fire Emblem: Shadow Dragon), while Lute is from Fire Emblem: The Sacred Stones. Even though it was built specifically for Lute and Linde, this moveset can be considered for all female spellcasters. But for all intents and purposes, I will be using the name Lute for this whole moveset.

Lute is a lightweight character, who does not slide. She cannot wall cling nor crawl.

Neutral B: Aura
Based off Linde’s Tome, a circle of white light closes on Lute then the circle reappears as a small orb of light expanding into a circle. As it expands a powerful blast of light is materializes from below the circle in a cone like shape (similar to Lucas’ Up A). While the circle closes on Lute, you can choose the direction it will appear with the move sick. Good damage and knock back.

Side B: Fire Magic
Fire Magic has four charge phases. The charge cannot be carried.
No Charge: Fire
A red orb of fire appears in front of Lute. She extends her hand and shoots a small fireball (similar to Lucas’ Side B). Small damage and knock back.
“Half” Charge: Elfire
The red orb in Lute’s hand grows larger (if used then it will be a more powerful Fire). Then another red orb appears above her head. When released she sweeps her hand from above her directing the orb forward. The top orb of fire creates a line of fire directed towards the ground while the orb of fire in front of her spins around the line of fire. Takes a second and a half to charge to this point. Good damage and knock back.
“Full” Charge: Bolganone
It takes four seconds to charge to this point and five for a fully charged Bolganone. The orb in front of her becomes much larger. When released from here, Lute extends her hand, which sends the fire orb in horizontal in a beam of fire. The orb above her spins around this beam of fire. When charging the orb, there is a point when the orb will not get bigger. When this point it reached Lute will flash red and look down at her tome flipping pages. Great damage and good knockback.
Overcharged: Forblaze, the Scorching Reason
If you charged for ten seconds, then a circle with shapes in it (like Marth and Ike’s Stage Entry animation) will materialize in front of Lute. Lute will put away her tome and extends both hands. At the same time the orbs will disappear. If released then, the circle will disappear sending a huge wave of fire in front of her. Extreme damage and good knock back.

Up B: Wind Magic
Wind Magic has four charge phases. The charge cannot be carried. This attack exhausts Lute.
No Charge: Elwind
A dot of light appears below Lute stopping her falling momentum a lot. Sends a burst of wind below Lute, sending her up and at an angle. This recovery does 2% damage and no knock back however it does push the enemy a fair distance.
“Half” Charge: Blizzard
Holding it for a second creates a ring of blue light around Lute's legs. When released she gets a bigger boost both horizontally and vertically. This attack will freeze the opponent and deal small amount of damage and no knock back.
“Full” Charge: Tornado
Holding it for two and a half seconds creates a ring of Lute encircles Lute. When released it will create a tornado and send Lute flying up. This attack pushes people in no charge arrow range and deals good damage and great knockback. When the charge reaches “max” Lute will start turning pages in her book and while flashing blue.
Overcharge: Aircalibur
Charged for seven seconds, the same circle from Forblaze appears below Lute stopping he momentum completely. When used, it will created a several glowing bits of razor sharp wind (in the shape of a boomerang) spinning around her lifting her up a huge distance. Great damage and extreme knock back.

Down B: Thunder Magic
Thunder Magic has four charge phases. The charge cannot be carried.
No Charge: Thunder
As Lute raises one hand, a thin broken yellow electric line appears above her. The line does not go very far up. A bolt of lightning will come down and strike Lute damaging and knocking anyone near. The bolt also does damage. Small damage and knock back.

“Half” Charge: Elthunder
Charged for two seconds, the line becomes more solid but does not reach the top. When released, large thunderbolt falls from the sky striking Lute and damaging and knocking anyone near. The thunderbolt also does damage. Good damage and knock back.

“Full” Charge: Thoron
It takes four and a half seconds to charge from the start. The line becomes thicker and reaches the top but it still is transparent. Releasing the charge here will send a thick beam of lighting down striking Lute and damaging and knocking anyone near. The lighting also does damage. Great damage and knock back. When the charge reaches “max” Lute will start turning pages in her book and while flashing yellow.

Overcharged: Thor’s Hammer
After charging for eleven seconds, Lute will put her book away and a circle (exactly like the circle from Forblaze) will appear above her head. Releasing it from here, creates a giant ball of electricity, which will fall straight down and explodes when it hits the ground for amazing (a tad weaker than extreme) damage and knock back.

Final Smash: Sleep Staff
Lute will raise her hand holding a Sleep Staff. It takes about 2 seconds before it is activated. All opponents will fall asleep whether they are in the air, or in water, or on a ledge. The sleep gives you fifteen seconds to make a move before they wake up. This gives you enough time to use one of your overcharge moves.
Pummel: Lute sends a shockwave through the opponent.

Forward Throw: Lute sends the opponent flying forward with a gust of wind.

Back Throw: Lute throws the opponent telekinetically behind her.

Up Throw: Lute throws the opponent up telekinetically, then throws a small fire ball upwards.

Down Throw: Lute throws the enemy on the ground, then sends a small lightning bolt at them from her hands.

Jab: Lute hits the opponent with a fiery palm.

Neutral Air: Lute waves her hand and is instantly surrounded by circles of electricity.
Side A: Lute steps forward and sends electricity down her arm and into the air in front of her.

Side Tilt: Lute steps forward and swings her tome.
Forward Air: Lute takes her tome with two hands and whacks the air in front of her.

Back Air: Lute turns quickly sends an ice shard behind her.

Up A: Lute raises one hand and creates a mini explosion.

Up Tilt: Lute raises one hand sends electricity down her arm and into the air above her.

Up Air: Lute flips in the air trailing fire with her foot.

Down A: Lute sends an electrical shock down her legs and around her.

Down Tilt/Crouch Attack: Lute kneels down and sends a gust of wind pushing the opponent back.
Down Air: Lute fires a mini explosion below her (Spike).
Dash Attack: Lute trips and sends a cold wind freezing the opponent.
Ground Attack: Lute spins her legs around creating fire and leaving a small fire trail.
Ledge Attack: Lute pulls herself up and sends a blast of wind pushing the opponent back.
Stage Entry: A beam of light comes straight down and materializes into Lute holding a Rewarp staff.
Victory Pose #1: Lute sits on the ground reading her tome with her back towards the screen.

Victory Pose #2: Lute holds her tome with both arms and looks up.

Up Taunt: Lute studies a passing bird with amazement.
Side Taunt: Lute puts her book away and extends her arms out sending small sparks down her arm and out her hands.
Down Taunt: Lute opens her book. Wind then flips the pages and moves her cloths. Her expression is wonder.

I am not going to make another one today.
Lute took as much effort as 3 movesets

Catalog News: Stage entry animations, victory animations, ledge attacks, and ground attacks all have been added to each character in the catalog. Check them out.
Showcased: Lute Moveset

Little Mac is a 107 lbs. boxer from Bronx, New York (U.S.A.) and one of Nintendo’s gems. He was featured in Super Smash Bros. Brawl but as an Assist Trophy. I believe he deserves a lot more. Hence why I am here making this. Also a cool reference to Little Mac exists in Pokémon. Hitmonchamp is Pokédex number 107, the same as Little Mac’s weight.

Little Mac is a lightweight character and a fast attacker and runner. He cannot wall cling nor crawl. He is smaller than Link and taller than Mario. When Little Mac is standing he is constantly moving from one foot onto the other. Doc Louis (his trainer) will be on the same platform Pokémon Trainer usually stands on, cheering Little Mac on.

Neutral B: Knockout Punch
Little Mac charges, and then lets fly his fist in a hook punch. This is a charge move and it can be carried. When fully charged it does great damage and amazing knockback.

Side B: Gutter Punch
Based off a technique discovered by the fans, Little Mac feints a punch to the head and instead strikes the body. This move wears out the opponent’s shield, making it a good shield breaker.

Up B: Star Punch
Little Mac jumps up into a powerful uppercut. This will charge over time. It is a good recovery with a good ledge grab range. It takes one and a half minutes to be at full charge. If he is knocked into the blast zone he will loose his charge. When fully charged Little Mac will start to flash white. Using the Star Punch not at full charge will not halt, stop, nor exhaust the charge. At full charge it will have great damage and extreme knockback and surprising range. This attack will exhaust Little Mac.

Down B: Block and Counter Punch
Little Mac raises his gloves in front of his face. Damage dealt to him that hits him in front is halved. If it is a projectile he will not counter punch. If he his hit by a melee attack, Little Mac performs a counter attack. Good damage and knock back.

Final Smash: Giga MacMy version of Giga Mac is slightly based off the Giga Mac on the head-to-head mode of the Wii’s version of Punch-Out!! Unlike the Giga Mac from Punch-Out!! Wii, Little Mac does not turn into a hulking and slow figure. Instead Little Mac becomes taller and faster and looks much stronger, and does not exhaust, and having his Star Punch and Knockout Punch automatically charged. Damage dealt to him in this form is quartered and does not knock him back. After a while he changes back.

Pummel: Little Mac gut punches the opponent.

Forward Throw: Little Mac punches the opponent in the head.

Back Throw: Little Mac moves behind the opponent and throws a volley of punches at the opponent’s back. On the last hit, Little Mac reels back and delivers a powerful punch.

Up Throw: Little Mac uppercuts the opponent, sending him upwards.

Down Throw: Little Mac punches the opponent repeatedly in the gut really quickly. Little Mac steps back and the opponent falls to the ground.

Jab: Little Mac punches with his right hand then left hand. Pressing A again makes Little Mac perform a volley of punches. The first to punches are stun punches.

Neutral Air: Little Mac throws two punches: a jab then a hook.

Side A: Little Mac pulls his fist back and rushes forward with a punch (this punch looks like the Gutter Punch except he actually punches the head).

Side Tilt: Little Mac throws a quick punch.

Forward Air: Little Mac pulls his fist back and throws a strong punch.

Back Air: Little Mac turns his torso and throws a punch near his shoulder. This will cause him to turn completely around to follow through with his punch. Like Marth’s Back Air, Little Mac will be completely turned around.

Up A: Little Mac performs an uppercut.

Up Tilt: Little Mac will quickly punch upwards.

Up Air: Little Mac will perform a hook aimed above him then follows it up with a strong punch.

Down A: Little Mac will hook punch in front of him then spins around (carrying the momentum) and punches with stronger hook.

Down Tilt/Crouch Attack: Little Mac kneels down and hook punches the opponent’s legs.

Down Air: Little Mac throws a punch downward (Spike). Following the punch he will flip in the air.

Dash Attack: Little Mac pulls his fist back while running and lets it fly. He fall forward and recover into a roll.

Ground Attack: Little Mac perform a kick-up and at the same time as he is coming up punch the space in front of him.

Ledge Attack: Little Mac throws himself up and punches with his fist aiming at a downward angle.

Dodge: Little Mac ducks out of the way.

Side Dodge: Little Mac moves out of the way (just like in the games).

Stage Entry: Little Mac will come running with a pink sweater with Doc Louis on a Bike.

Victory Pose #1: Doc Louis will hold Little Mac’s arm in the air declaring him victor. Little Mac will have a World’s Champion belt on one of his shoulders.

Victory Pose #2: Little Mac will throw two quick punches with his forward hand and one hook from his backhand (he is facing the screen and wearing the World’s Champion Belt).

Up Taunt: Little Mac puts both arms up, hands in fists.

Side Taunt: Little Mac quickly puts on a pink sweater and jogs around and then puts it away.

Down Taunt: Little Mac falls backwards in exhaustion.

Ephraim Moveset

Fire Emblem has a lot of great main characters. One of my favorites is Ephraim. For one he wields a spear (most main characters wield a sword). Secondly he is from my second favorite Fire Emblem game (Fire Emblem: The Sacred Stones). Thirdly he is a twin and also a Lord. Like most Lords he is a prince, more specifically the crown prince Renais.

Ephraim is a medium weight warrior who does not slide nor wall cling. He does however range slightly bigger than Ike’s sword.

Neutral B: Shield Stab
Ephraim charges up then moves his spear downward (touching the ground if on the ground and creating a spark) then stabs the space in front of him. Very much like Marth’s Neutral B, Ephraim’s Shield Stab has a the ability to wear down a shield much faster than normal attacks, can be charged, and also gives horizontal momentum in air. The difference between the two is Marth’s Neutral B has shorter range but much quicker charge rate and performance. Marth’s Shield Breaker takes about 4 seconds to charge fully. Ephraim’s takes about 5 seconds. A fully charged Shield Stab does great damage and amazing knockback.

Side B: Sun and Moon Strike
Ephraim slashes his spear diagonally from up to down at an angle. Then he spins and strikes again from top to bottom from the same angle and direction. The first slash is trailed by fire. While the second slash is trailed by a blue and white light. Pressing Side B once will perform the whole move. First hit has good damage and little knock back. This move exhausts Ephraim. The second hit has good damage and great knock back.

Up B: Star Point
Ephraim spins around once with his spear pointed down and sending Ephraim upwards. The spear rises while he is spinning until it points straight up lifting him up just a little more. His spear is trailed by a blue and white light. This recovery can only be performed in the up direction but it posses great ledge grab range. This attack has good damage and knock back.

Down B: Counter
Ephraim leans back with one foot in front and one foot bend back. While this happens he points his spear at a downward an angle. All of this happens very quickly. If dealt damage here, he will counter strike by swinging his spear.

Final Smash: Gemini Strike
The opponent has to be in front of Ephraim to work. A cut scene will appear with the opponent zoomed in on. Ephraim will swing his spear horizontally hitting the opponent. Before he can be launched Erika (Ephraim’s twin sister) will slash the opponent with her sword diagonally. This will happen again and again, each in different directions of their weapons very quickly. On the final blow, Ephraim lunges and stabs the opponent. The cut scene will end and the opponent will be sent forwards with extreme knock back (all the damage will be done by each slash in the cut scene).

Pummel: Ephraim knees the opponent.

Forward Throw: Ephraim whacks the opponent with bottom of his lance.

Back Throw: Ephraim jams the bottom end of his spear into the opponent. Then he lifts him up, carrying the opponent over his head and ramming him into the ground sending the opponent back.

Up Throw: Ephraim throws the opponent up then slashes him with his spear sending the opponent up.

Down Throw: Ephraim throws the opponent down to the ground then stabs him with his spear sending the opponent flying forward.

Jab: Ephraim brings the bottom of his spear up and whacks the space in front of him. Then he slashes the air from top to bottom diagonally and then he preforms a spin kick.

Neutral Air: Ephraim spins his spear around hitting any opponent near (similar to Pit’s Neutral Air).

Side A: Ephraim slashes the space in front of him (Down to up at a 180º angle).

Side Tilt: Ephraim slashes his spear horizontally.

Forward Air: Ephraim pulls his spear from down to up (at an angle) slashing the space in front of him.

Back Air: Ephraim turns while holding his spear in such a way as to hit any opponent behind him.

Up A: Ephraim juts his spear up.

Up Tilt: Ephraim will quickly slash his spear up.

Up Air: Ephraim slashes the air above him and follows into a flip.

Down A: Ephraim will sweep his spear low in front of him. Then he will turn around a swing his spear.

Down Tilt/Crouch Attack: Ephraim kneels down and sweeps his spear under the opponent’s legs tripping them.

Down Air: Ephraim will jab his spear downward (Spike).

Dash Attack: Ephraim stabs his spear forward tilted up, then down (straight forward), then down again, and then back up (similar to Marth’s Side B to Down B combo).

Ground Attack: Ephraim spins his spear around knocking any opponent near.Ledge Attack: Ephraim throws himself up and quickly slashes the space before the ledge.

Dodge: Ephraim just steps back.

Stage Entry: Ephraim’s entrance is exactly like Marth’s and Ike’s. He appears floating and slowly spinning above a glowing seal.

Victory Pose #1: Ephraim spins his spear like his critical hit animation in Fire Emblem: The Sacred Stones. Then he stops after doing it on both sides and rams his spear into the ground.

Victory Pose #2: Ephraim will turn his back to the screen and says, “I don’t pick fights I cannot win.”

Up Taunt: Ephraim points his lance up in the air. The tip glints in the light.

Side Taunt: Ephraim spins his lance around in his hand, moving his hand back and forth (much like his critical hit).

Down Taunt: Ephraim rams his spear into the ground and says, “I don’t pick fights I cannot win.”
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Catalog News: Little Mac and Ephraim have been added to the Catalog. Batman's Forward Throw has been changed.

Faster, stronger, and more powerful, these are the attributes that Raichu possesses when compared to his “younger self” known a Pikachu. So why did Raichu not make the cut. Well he is too awesome. And hence why I am making this moveset. (of course Pichu is still better)

Raichu is a medium weight electric mouse Pokémon who slides a tad, and has the ability to wall cling and crawl.

Neutral B: Zap Cannon
Raichu charges (while charging electricity flows through his body) then lets fly a ball of electricity is a straight line. It takes four seconds to fully charge. If not charged it does nothing. When fully charged it possesses great damage and amazing knockback.

Side B: Tunda Pawnch
Raichu pull his paw back letting electricity from his body flow to his fist, then lets fly a strong punch of electricity. Good damage and great knockback.

Up B: Extreme Speed
Even though Raichu cannot learn the move, it is essentially a stronger version of Quick Attack which is why I choose Extreme Speed (also a Japanese 2012 event gives Pikachu Extreme Speed which allows Raichu to have that move too). Similar to Pikachu’s Up B, Raichu’s Up B sends Raichu, after a short delay, in the direction you pressed in a straight line. From here if you pressed a different direction, Raichu will do it again. The difference being is on entry Raichu will discharge electrical energy shocking anyone right next to Raichu. Small damage and no knock back.

Down B: Thunder
Raichu calls to the heavens his name. The heavens reply with a small storm cloud and a bolt of lighting. Translation: Raichu summons a lightning bolt. It is stronger and lasts longer than Pikachu’s. Good damage and great knockback.

Final Smash: Super Charged
Raichu starts charging with electricity jumping off him. Raichu becomes super fast, powerful, and does not exhaust. The more electrical moves you perform the weaker Raichu gets. After 35 seconds Raichu releases the rest of his charge in one move. Damage from the Discharge varies.

Pummel: Raichu shocks the opponent.

Forward Throw: Raichu throws the opponent forward.

Back Throw: Raichu rolls backwards and throws the opponent.

Up Throw: Raichu holds the opponent and summons a small lighting bolt.

Down Throw: Raichu body slams the opponent.

Jab: Raichu headbutts.

Neutral Air: Raichu (surrounded by electricity) flips around in the air.

Side A: Raichu fires a shock similar to Pikachu’s Side A except Raichu has more range.

Quick Question: A friend wants to know who you would main: Altair or Ezio (based off my movesets).

Do you know what is funny? I was thinking to put Thunderbolt and Volt Tackle in my Raichu moveset. I did not put Thunderbolt in because I always liked Zap Cannon. I did not put Volt Tackle in because that was Pikachu's Final Smash.

Based on the movesets, Altaïr. Bein' an aggrofaggot, I'm all 'bout speed. If they were actually in the game, character loyalty would have me maining... both. :lol:

Also, on the topic of assassins, I am severely disappoint in myself that I let ya beat me to the punch of two assassin movesets. What with me bein' an AC fan 'n all. :lol: Should'a made one for Altaïr years ago.

Also, on the topic of assassins, I am severely disappoint in myself that I let ya beat me to the punch of two assassin movesets. What with me bein' an AC fan 'n all. :lol: Should'a made one for Altaïr years ago.

Steve is a lightweight character who slides a tad. He cannot wall cling nor crawl.

Neutral B: Bow
Steve pull out a pixilated bow and fires a pixilated arrow. This attack can be charged and the charge cannot be carried. If you walk near one of the arrows while it is stuck in the ground you will pick it up. It does good damage and knock back.

Side B: Block Throw
Steve throws a random block. The block does damage in its flight. Only a maximum of two blocks can be placed at one time. Once on the ground it stays there until broken or a minute has passed since using the move. Blocks cannot damage other blocks. Blocks can be thrown one on top of the other.

Glass: Has a 5% chance to be thrown. It takes one hit to destroy it. Lasers can pass through it.

Sand: Has a 30% chance to be thrown. It takes one hit to destroy it.

Dirt: Has a 30% chance to be thrown. It takes two hits to destroy it.

Cobblestone: Has a 20% chance to be thrown. It takes three hits to destroy it.

Stone: Has a 10% chance to be thrown. It takes three hits to destroy it.

Cactus: Has a 3% chance to be thrown. It takes four hits to destroy it. Damages an opponent who touches it.

Obsidian: Has a 3% chance to be thrown. It takes seven hits to destroy it.

Up B: Power Rails
Steve pops into a mine cart and lays down a couple of power rails launching Steve in the air turning the mine cart and the power rails into mini floating versions that can be picked up by Steve. Does good damage and small knock back.

Down B: Crafting
Steve puts down a Crafting Table and manufactures weapons and armor. It takes as much time as Zelda’s Down B.

Before Crafting: No armor and wooden weapons. Does not reduce damage taken nor raises attack.

Crafting Three Times: Golden armor and golden weapons. Reduces damage taken and raises attack by 1/4.

Crafting Four Times: Diamond armor and diamond weapons. Reduces damage taken and raises attack by 1/3.

Final Smash: Creative Mode
When used the Minecraft pause menu will appear. The option “Save and quit to title” will be selected. On the title screen, the yellow letters will say, “Now with even more Smash.” The option “Play game” will be selected. Then the world (which is the stage’s name) will be selected and Creative Mode will be selected. Steve will be able to fly and drop TNT on the opponent’s heads by pressing B. He will also heal 3% every one second. All his attacks are doubled and he will already have diamond armor. After 45 seconds he will be back to normal but keep his diamond armor. TNT does great damage and amazing knock back.

Pummel: Steve headbutts the opponent.

Forward Throw: Steve kicks the opponent forward.

Back Throw: Steve turns and throws the opponent.

Up Throw: Steve launches the opponent up.

Down Throw: Steve drops the opponent then drops his inventory on the opponent. The last thing to be dropped is a larger than usual gold knocking the opponent up. The items can be picked back up (for no reason at all).

Jab: Steve throws a punch.

Neutral Air: Steve swings his axe back and forth.

Side A: Steve draws his sword back and swings hard.

Side Tilt: Steve swings his gardening hoe.

Forward Air: Steve swings his pick from bottom to up at an angle.

Back Air: Steve spins and hits the space behind him with his shovel.

Up A: Steve stabs the space above him with his shovel.

Up Tilt: Steve will swing his gardening hoe in an arc.

Up Air: Steve flips with his axe in hand.

Down A: Steve spins while holding his pick at a downward angle.

Down Tilt/Crouch Attack: Steve swings his gardening hoe under the opponents making them trip.

Down Air: Steve slashes the space below him with his sword (spike only for gold or diamond).

Ground Attack: Steve swings his shovel both front and back while getting up.

Ledge Attack Under 100%: Steve pulls himself up quickly, while swinging his sword.

Ledge Attack Over 100%: Steve pulls himself half up, swings his axe and pulls himself all the way up.

Stage Entry: Steve digs his way up and on to the stage.

Victory Pose #1: A creeper standing behind Steve will poke his head over Steve’s shoulder. Steve will look over his shoulder just when the creeper looks over his other shoulder. The creeper starts to hiss and Steve jumps around sweating. The creeper explodes sending Steve out of the picture. A crater will be made with small floating block inside it.

Victory Pose #2: Steve trips and all of his inventory falls out.

Up Taunt: A small tree pops up. Steve takes his axe and viciously cuts the tree down.

Side Taunt: Steve pulls out his gardening hoe and tills the ground. A small plant pops up and turn into mini floating blocks.

Down Taunt: A bunch of mini creepers run around his legs. Steve waves his arms around sweating. The mini creepers explode and Steve falls backwards.
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Catalog News: Minecraft Steve, Banjo-Kazooie, Goku, Hipmonchan, King K. Rool, and Haunter have been added to the Catalog. Color selection added to Raichu (Mr. MR). Toon Zelda and Phantom Zelda have been moved under one spoiler.